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C&C TD Rules


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#21 Apollo

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Posted 04 September 2004 - 04:33 PM

hmm I would like to know too :sad:
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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC

#22 Guest_ImmoMan_*

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Posted 04 September 2004 - 08:02 PM

Got to spoil it for you people, I made it. I just took out my own comment to have some fun with you fellas. Yes you may hit me now. :D

I made it based on Red Alert's INI, and I made it so all the data would be organised neatly into a single file, if anyone ever needed any of it. Of course I could make a whole guide out of it but re-using RA's INI was a lot easier. As far as the data goes, it's all authentic as long as I could find the values with all kinds of C&C editors. So yes, the APC really is faster than the Hummer.

None of the editors I used includes weapon data though. So I painstakingly let each unit fire at all kinds of units to figure out what kind of damage they do. Still sure you want to hit me? :sad: I knew that C&C uses the same warhead/armour system as RA, so if I could guess something used SA damage, I knew that I could expect it to do 100% damage against none armour (usually called type 0 in editors) and 25% against heavy armour (type 3). SA was a bit of a difference actually because it does 50% against light, while in RA it does 60%. But it wasn't always that easy, because no one would have thought the Chem spray and the Guard tower chaingun actually use HE damage and not SA or some other type. I just noticed the verses and the infantry death anims were the same, and the fact that they can shoot walls was another hint.

Here's the version with the comment added :) :

Attached Files


Edited by ImmoMan, 04 September 2004 - 08:11 PM.


#23 the_kid

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Posted 04 September 2004 - 10:45 PM

ok... read through that paragraph, and grabbed the Rules.ini... It sounds to me like it works, but I'm a bit unclear. Because if It works the possiblities are limitless. (or endless, he said something like that)

yeah, well it sounds to me like it works fine and I would like to host it if that is the case. (when the server move is completed)

#24 Guest_ImmoMan_*

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Posted 04 September 2004 - 11:08 PM

It doesn't work, I made it. All it's for is to reflect the actual settings, but the file is useless for editing purposes.

#25 Nyerguds

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Posted 05 September 2004 - 12:09 AM

The_kid... it CAN'T work. C&C has no reason to read any file called 'rules.ini'; it wasn't programmed to.


oh, btw, ImmoMan, you forgot to add a comment with the Capturable setting of the Adv. Comm Center. It can only be captured in Nod mission 12 :p

So, it's fake... still has a nice bit of usable research in it :)
Won't be as "useless for editing purposes" as you think once it helps me locate the warhead and weapons in C&C95.exe :p

[edit]
Just notice you made mistakes... the Temple is NOT capturable.
And you forgot to remove
SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge

Tsssk... you should just have renamed it to CloakDelay :p

And something else... the "Landable" thing is seriously misdiagnosed. That entry in the C&C datafile is actually what enables aircraft logic. In RA this is programmed internally, so I don't think this would BE in rules.ini in C&C1

[edit again]
oh my. You didn't fill in the damage values of the dino bites...

Edited by Nyerguds, 05 September 2004 - 12:30 AM.


#26 Guest_ImmoMan_*

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Posted 05 September 2004 - 12:42 AM

Yeah, I'm not perfect. Be happy with what you have. :p

What do you mean it's misdiagnosed? I know there is some kind of flag in the game that sets whether an aircraft can land or not, prime example being the C17 and A10. If that flag also does something else I wasn't aware of that.

And I didn't fill in the dino bites because I didn't have any dinos on hand to test their weapons. :p

#27 Nyerguds

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Posted 05 September 2004 - 01:14 AM

Yeah, I'm not perfect. Be happy with what you have. :p

What do you mean it's misdiagnosed? I know there is some kind of flag in the game that sets whether an aircraft can land or not, prime example being the C17 and A10. If that flag also does something else I wasn't aware of that.

<{POST_SNAPBACK}>

Well, I tested it... that entry that was called "unit can land" in CCedit has a whole range of effects that make it act like an airplane. Like the fact it can't turn on the spot, it has infinite ammo, it fires its weapon blindly in front of it in salvo's of whatever's set as ammo payload... and it can't land or lift off.
So it should be called "Is Airplane (yes/no)"

And I just remarked that in RA, that was coded in the game, and not put in the rules.ini, so it most probably wouldn't be in the C&C1 rules.ini either. After all, if this one is supposed to be from BEFORE RA1, it shouldn't have more advanced options for stuff that's hard-coded in the game even in RA.

Same remark about the SAM opening things... I don't think that would've been in any C&C1 rules.ini, since it's just a special case.


And I didn't fill in the dino bites because I didn't have any dinos on hand to test their weapons. :p

<{POST_SNAPBACK}>

Testing right now. Damage of dinobite 2 is 154 (on armor 0), testing the warhead settings now.
so far I got
Verses=100%,75%,50%,
but the armour level 3 (heavy tank armor) one seemed to have taken about 9.5 bites on my test unit with 154 hit points :p

[edit]
Heh. Seems the problem is the verses are stored as bytes.
So it's ecactly 256,192,128,32,8
which can then be translated to the less accurate Verses values:
Verses=100%,75%,50%,13%,3%

Dino1 has 100 damage, dino2 has 154 (which is 60% of 256)

Edited by Nyerguds, 05 September 2004 - 03:35 AM.


#28 Apollo

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Posted 05 September 2004 - 03:31 PM

Heh, I got such feeling after looking for a while as some thigns didn't quite match but the data is useful tho :p
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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC

#29 the_kid

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Posted 05 September 2004 - 05:49 PM

I still don't get it, if it doesn't work (which makes perfect sense why it wouldn't) then why make it? Did you jsut have a lot of free time, or does it somehow help you map the mods or something?

*wishes he learned some TD modding*

#30 Nyerguds

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Posted 22 September 2004 - 11:33 AM

Well... apparently he did it just for fun.

But I should've used the RA rules.ini a lot soones when looking for those fragging weapons data, so in that aspect I'm glad he fooled me :p

#31 Guest_ImmoMan_*

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Posted 22 September 2004 - 11:39 AM

Yeah I did it for fun. I'm a numbers and facts kind of person, so I like to know exactly how strong everything is and how fast they are and how much damage they do. I can name almost any game-related value in all C&C games without looking at the INIs. Call me crazy, but it's what I do. :p

#32 Guest_Guest_*

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Posted 11 August 2005 - 01:57 AM

hi all
editing (changing units and structures health, weapons, cost etc), you have to edit the file C&C95.exe or maybey setting.ini look at this http://www.tibed.net....php?page=tibed

#33 Guest_Guest_*

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Posted 11 March 2006 - 02:30 AM

I call all your guys B.S. about there not being a rules.ini in either C&C dos or C&C Gold. Explain how I remember that being the first ini file I ever edited in my life and how it worked to modify the game. I never was able to find the dang thing though and it really annoys me that I lost my copy I had downloaded off the net when it first came out and now no where has this rules.ini. Very frustrating why don't the morons who extracted it or made it or whatever share that working Rules.ini on the net again so I can edit my original C&C with ease again. & stop wasting web space talking bs about it not existing or if it did it wouldn't work, because I know for a fact it did exist and it did indead work I used to use it.

#34 OmegaBolt

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Posted 11 March 2006 - 11:39 AM

Coolio, didnt know there was Visceroids in TD. :lol: Im reinstalling it. ;)


BTW, dont bump old topics next time for something that seams pointless to say. :wub:

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