C&C TD Rules
#21
Posted 04 September 2004 - 04:33 PM
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_*
Posted 04 September 2004 - 08:02 PM
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? 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
Posted 04 September 2004 - 10:45 PM
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_*
Posted 04 September 2004 - 11:08 PM
#25
Posted 05 September 2004 - 12:09 AM
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
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
[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
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_*
Posted 05 September 2004 - 12:42 AM
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.
#27
Posted 05 September 2004 - 01:14 AM
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.Yeah, I'm not perfect. Be happy with what you have.
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.
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.
Testing right now. Damage of dinobite 2 is 154 (on armor 0), testing the warhead settings now.And I didn't fill in the dino bites because I didn't have any dinos on hand to test their weapons.
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
[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
Posted 05 September 2004 - 03:31 PM
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
Posted 05 September 2004 - 05:49 PM
*wishes he learned some TD modding*
#30
Posted 22 September 2004 - 11:33 AM
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
#31 Guest_ImmoMan_*
Posted 22 September 2004 - 11:39 AM
#32 Guest_Guest_*
Posted 11 August 2005 - 01:57 AM
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_*
Posted 11 March 2006 - 02:30 AM
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