Posted by: DavisProg - Sunday, August 14, 2011 2:39:25 AM
Hello,
I am using General's World Builder.
I have a question of, how to increase the attack range and attack power of a unit?
Is it able to work with map.ini?
Please help with some ini code. Thanks A Lot!
Posted by: glumurr - Sunday, August 14, 2011 4:28:05 AM
hmm..
are you saying that you wan't to increase the attack range for..
the battlemaster for example?
if so then
if I remember it correctly.
you will have to create a new weapon for the battlemaster in map.ini
the new weapon would have a longer attack range and do more damage than the normal battlemastertank weapon.
[code]Weapon BattleMasterTankGun_NEW
PrimaryDamage = 100 ;60.0 - 60 was the original damage
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0
AttackRange = 200 ;150.0 - 150 was the original attack range
MinTargetPitch = -15
MaxTargetPitch = 15
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 400
WeaponRecoil = 5
ProjectileObject = BattleMasterTankShell
FireFX = WeaponFX_GenericTankGunNoTracerSmall
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = BattlemasterTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 2000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES WALLS
End[/code]
then you will have to give the new weapon to the battlemaster object and just replace the old one in map.ini
[code]Object ChinaTankBattleMaster
WeaponSet
Conditions = None
Weapon = PRIMARY BattleMasterTankGun_NEW ;was BattleMasterTankGun
End
End[/code]
you can do this to any unit..
I know this isn't the best explination out there but I tried.. and I hope I explained it correclty how to do it..
and if this isn't what you were looking for then I don't know what you were looking for hehe..
Posted by: DavisProg - Monday, August 15, 2011 6:33:52 PM
[quote=glumurr]hmm..
are you saying that you wan't to increase the attack range for..
the battlemaster for example?
you can do this to any unit..
I know this isn't the best explination out there but I tried.. and I hope I explained it correclty how to do it..[/quote]
Well, thanks. It works great.
And here is my code:
[code]Weapon AmericaInfantryMissileDefender_NEW
PrimaryDamage = 500.0
PrimaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 10.0
AttackRange = 300.0
DamageType = Explosion
DeathType = Exploded
WeaponSpeed = 600
ProjectileObject = MissileDefenderMissile
ProjectileExhaust = MissileDefenderMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust
ProjectileDetonationFX = WeaponFX_NukeCannon
FireFX = FX_BuggyMissileIgnition
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0
DelayBetweenShots = 5000
ClipSize = 4
ClipReloadTime = 10000
AutoReloadsClip = Yes
ShowsAmmoPips = Yes
FireSound = MissileDefenderWeapon
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
ProjectileCollidesWith = STRUCTURES
End[/code]
And The Object:
[code]Object AmericaInfantryMissileDefender
WeaponSet
Conditions = None
Weapon = PRIMARY AmericaInfantryMissileDefender_NEW
End
End[/code]
I would like the "missle" to explode like the "nuke cannon" because of its HIGH damage.
If there is any error in my script. Help me fix please.
Please Help With The "Projcetile" Area. Thanks a lot.
Posted by: glumurr - Wednesday, August 17, 2011 7:53:38 AM
well to be honest.. I don't see anything worng here.
I placed the nuke cannon fx at my missile defender and it worked fine.
but I placed it at the game, not at map.ini
so it must be a bug in map.ini or something.
I have [u]no[/u] idea what is wrong hehe..