Help with creating a certain mod
#1 Guest_T'pek_*
Posted 03 November 2007 - 01:10 PM
I've been searching and trying this for quite some time now, and been already at other boards (and none managed to help me so far).
The story is this:
For fun, I've decided to create a God-Mod (Invulnerability cheat) for the game. (Please, spare me anti-cheating arguments )
At first I tried creating this mod for version 1.8 of the game, with the 1.7 version SDK. I edited only the AttributeModifier file and checked whether the difficulty or handicap modifiers work, neither worked.
After that another SDK was released, with that the handicap modifiers actually worked, but still not the difficulty modifiers.
So now I've got version 1.9 of the game and the latest SDK (4), and still the difficulty modifiers don't work.
For that I've also tried using the GameData.ini file, I edited it (both changed the HP for friendly units to be higher and changed the damage-mult for enemies to 0%) and put it in the builtmods folder as instructed in a tutorial I read.
As expected, this also failed to work.
Now I am at a loss, not even knowing whether creating such a mod is even possible (mayhap the damage-mult modifers are hardcoded into the game or such).
Could anyone please help me by any chance?
#2
Posted 05 November 2007 - 03:01 AM
Edited by Master Mac, 05 November 2007 - 03:03 AM.
#3 Guest_T'pek_*
Posted 05 November 2007 - 01:10 PM
And it won't change player-done damage, so if played online it will only make the human players (all of them) invulnerable to (all) computer players, but not to each other.
It's just that I wonder what the difficulty attribute modifiers are there for? in Generals you could for an example really edit them for invulnerability cheat.
And I only want to test the invulnerability abit on the campaign, I will still most of the time be playing normal C&C3. (Always being unbeatable makes for a boring game indeed)
#4
Posted 07 November 2007 - 03:58 PM
My Wii code: 6472 3114 4930 8707
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Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak
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med verk av dig som giltigt räknats ner
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#5 Guest_T'pek_*
Posted 07 November 2007 - 04:34 PM
Let's say you think the game is too easy, and want to actually make it harder (give the computer a bigger bonus on his modifiers for an example)... not that I'm tying to do that.
#6
Posted 08 November 2007 - 12:18 PM
So what would you people do if you wanted to change the stuff at the AttributeModifiers.xml file?
Let's say you think the game is too easy, and want to actually make it harder (give the computer a bigger bonus on his modifiers for an example)... not that I'm tying to do that.
Ehhm. Just change it? There are already examples in there for the EAsy, Medium and Hard -AI's attributesMod's.
Just add the Moneymultiplier of something to the list you've made for the AI you want it to have, and set to "200" precent or something?
q0p
#7 Guest_T'pek_*
Posted 09 November 2007 - 09:12 PM
Ehhm. Just change it? There are already examples in there for the EAsy, Medium and Hard -AI's attributesMod's.
Just add the Moneymultiplier of something to the list you've made for the AI you want it to have, and set to "200" precent or something?
That's the problem. The difficulty modifiers seem to have no effect.
#8
Posted 10 November 2007 - 12:03 AM
Realism is so overrated it isn't even funny. You already know what happens in reality, how is that entertaining...?
#9 Guest_T'pek_*
Posted 10 November 2007 - 11:20 AM
#10
Posted 10 November 2007 - 03:11 PM
Would anyone care to try making such a mod (in which the difficulty modifiers for damage_mult will be 0) and seeing if it works for them?
From your first post I understand that you are trying to change the amounts of damage the AI does to the player at it's various difficulty settings.
And if you are trying to change what I believe you to.
Then I've seen those modifiers and they imo are for the Singleplayer Campaign and not for the Skirmish.
Have you tested the Single player Campaign or the skirmish? It may not be moddable as are a lot of fun stuff in the CNC3 mod sdk.
PS: Let us know what you are talking about through a screen shot (The print screen button, next to the scroll lock. Then open it in MS paint and go to edit>paste.)
GL
q0p
#11 Guest_Guest_*
Posted 12 November 2007 - 07:24 PM
I have changed both the SingleplayerAI and MultiplayerAI damage mults (so it should work in Skirmish as well).
I don't know how to attach a file on these forums, so I'll simply post the code.
Currently I've tried this (amongst other attempts):
<AttributeModifier id="EasyAISinglePlayer_Bonus" Category="LEVEL" > <Modifier Type="DAMAGE_MULT" Value="0"/> </AttributeModifier> <AttributeModifier id="MediumAISinglePlayer_Bonus" Category="LEVEL" > <Modifier Type="DAMAGE_MULT" Value="0"/> </AttributeModifier> <AttributeModifier id="HardAISinglePlayer_Bonus" Category="LEVEL" > <Modifier Type="DAMAGE_MULT" Value="0"/> </AttributeModifier> <AttributeModifier id="EasyAIMultiPlayer_Bonus" Category="LEVEL" > <Modifier Type="DAMAGE_MULT" Value="0"/> <Modifier Type="EXPERIENCE" Value="10"/> </AttributeModifier> <AttributeModifier id="MediumAIMultiPlayer_Bonus" Category="LEVEL"> <Modifier Type="DAMAGE_MULT" Value="0"/> </AttributeModifier> <AttributeModifier id="HardAIMultiPlayer_Bonus" Category="LEVEL"> <Modifier Type="DAMAGE_MULT" Value="0"/> </AttributeModifier>
I also tried adding a '%' to the values, and putting the attribute 'Duration=0s' as seen in handicap modifiers (which do work).
#12 Guest_T'pek_*
Posted 23 November 2007 - 02:29 PM
#13 Guest_Tpek_*
Posted 05 April 2008 - 03:54 PM
Now with KW expansion out and everything, is there a chance someone will be able to make a mod that reduces the damage caused by AI players?
I've tried using TibEd2, it seems to have the ability to modify damage-modifiers for the various difficulty settings, however they also seem to have no effect.
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