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Modding Mental Omega


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#1 groovydoovy

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Posted 19 April 2020 - 01:37 AM

I love Mental Omega, but I wanted to see about modding my copy to add two small tweaks:

 

* Restore ability of Prism tanks to damage vehicles

* Restore ability of the Air Force Command building to generate free paratroopers

 

1.  Is this possible to do? (I'm assuming it is)

2.  If so, where can I learn about how to do this?  

 

I've had some minimal experience modding the original C&C, by extracting INI files from MIX files and editing them.  I'm assuming the process is similar here, but I can't seem to find info on how I would do that with Mental Omega.

 

Thanks for any help you can give.

 

-Mike



#2 groovydoovy

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Posted 19 April 2020 - 03:22 AM

And specifically I tried using XCC Mixer to open files like expandmo95.mix and expandmo96.mix.  But when I attempt to open those files, it doesn't seem to open them properly, because I don't see any contents.



#3 Terminal Velocity

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Posted 19 April 2020 - 08:47 AM

And specifically I tried using XCC Mixer to open files like expandmo95.mix and expandmo96.mix.  But when I attempt to open those files, it doesn't seem to open them properly, because I don't see any contents.

That is because the .mix files are protected. Now, for your actual question: since the .mix files are locked, you can't edit rulesmo.ini

What you can try is: go to your MO directory /INI/ Map Code and edit Standard.ini instead. Obviously the downside of this is that your changes won't be global (like with the rules.ini edit), but you can modify the other gamemodes if you really need.

 

1) Did you mean increasing it's damage vs vehicles, because it does work against vehicles, even if not that effectively.

 

2)[SuperWeaponTypes]
99=FreeParaDropSpecial

[FreeParaDropSpecial]
UIName=Name:Para3
Name=Paradrop
IsPowered=true
RechargeTime=4
Type=ParaDrop
Money.Amount=0
Action=ParaDrop
SidebarPCX=paraicon.pcx
ShowTimer=no
DisableableFromShell=no
Range=1.5
LineMultiplier=0
Cursor=Paradrop
NoCursor=NoCanDo
SW.FireIntoShroud=no
SW.RequiresTarget=land
SW.CreateRadarEvent=no
EVA.Ready=EVA_ParatroopersReady
ParaDrop.Count=1
SW.Inhibitors=FAINHI,FAINHIB,RACC,FAJAMM
FlashSidebarTabFrames=0

[GAAIRC]
SuperWeapon2=FreeParaDropSpecial

 

Had to create a new SW for this since you said "free" paradrops.


Edited by Terminal Velocity, 19 April 2020 - 09:43 AM.

MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#4 groovydoovy

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Posted 19 April 2020 - 04:01 PM

@Terminal Velocity:  Thanks for the info.

 

I think just updating per gamemode will work just fine for me.  

 

1.   Yes, I didn't realize they did any damage at all vehicles, so yes, increasing the damage is what I'm after

 

2.  Thanks for this I will give this a try.



#5 groovydoovy

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Posted 19 April 2020 - 04:08 PM

PS.  I just tried out your code for the air drops and it worked perfectly!  Thanks!



#6 Terminal Velocity

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Posted 19 April 2020 - 05:01 PM

Okay, about the Prism:

 

[CometWH]

Verses=100%,100%,100%,35%,20%,15%,190%,210%,190%,100%,100%

Those are multipliers versus every armor type, for vehicles you need to change the 4th,5th and 6th numbers (for light,medium and heavy armor respectively)

https://moapyr.fando...iki/Armor_Types


MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#7 groovydoovy

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Posted 19 April 2020 - 05:20 PM

Perfect.  I've got my files updated.  I'll test it out tonight.  Many thanks!   



#8 Handepsilon

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Posted 27 April 2020 - 02:10 AM

I thought Comet was the Siege Cadre one


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#9 Terminal Velocity

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Posted 27 April 2020 - 05:06 AM

I thought Comet was the Siege Cadre one

Siege Cadre's one is EnforcerWH.


MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#10 JustJoking

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Posted 03 May 2020 - 01:10 PM

Is there a way to REPLACE songs in MO? I would've liked to replace 2-3 Allied songs.



#11 Terminal Velocity

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Posted 03 May 2020 - 04:29 PM

Is there a way to REPLACE songs in MO? I would've liked to replace 2-3 Allied songs.

First of all, it would be nice get your hands on thememo.ini file (plenty of custom maps has it included, like this one). This  way you can make sure that you've get your file names right.

Place your music track in MO's directory. Make sure it has the same filename as a track that you're going to replace (e.g if you're replacing "It Has Begun" the filename will be ithasbegun.wav) and a correct format (PCM 22050 hz, 16 bit, mono). Pretty sure the XCC Mixer had the option to convert audio files to required format.


Edited by Terminal Velocity, 03 May 2020 - 04:31 PM.

MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#12 Handepsilon

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Posted 04 May 2020 - 03:54 AM

honestly guesswork on the wav file ain't that hard. Most of it is just the OST name with no space


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#13 Terminal Velocity

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Posted 04 May 2020 - 07:34 AM

honestly guesswork on the wav file ain't that hard. Most of it is just the OST name with no space

True, but there are still few exceptions.


MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#14 Zharakov

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Posted 05 May 2020 - 03:20 PM

Would someone care to share a step by step tutorial on how to do that? How to add or remove songs to MO, i'm noob in these things, the closest to editing mods i did was used TIBET mode to make desolator tanks lol.

 

Their is SO MUCH i'd love to add, Rise of The Reds 02 track for soviets, Mystery Shadia and Relativity for Epsilon, Grinder 2 for Allies






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