Map.ini: sounds and autorepairs
#1
Posted 14 November 2007 - 12:27 AM
Another thing in Weathertop is that I have made some fog using a cloudy river, however when units pass through they make splash sounds. I found all the relevant sound bits, but putting them in map.ini causes game crashes, even if it just contains the volume bit.
Can anyone enlighten me?
#2
Posted 14 November 2007 - 10:41 AM
Edited by Guess Who, 14 November 2007 - 10:42 AM.
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#3
Posted 14 November 2007 - 10:59 AM
And without map.ini...
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#4
Posted 14 November 2007 - 11:37 AM
Open the wall.ini and change the repair time(then theirs editing the other stuff so it doesn't crash), remove or change.
Believe it or not, I have tried you know How about pointing out exactly where this repair time bit isI've looked in its code and all I can find relating to repairing is its commandset, which I've tried changing and creating a new one without any luck. Also tried changing something in gamedata but that froze the game.
@Nolis - thanks, I'll try that out.
Edited by mh_gollum, 14 November 2007 - 11:13 PM.
#5
Posted 15 November 2007 - 12:52 AM
My current projects: Wars of The East, Project Siege
--------------------------------------
99% Fat Free.
#6
Posted 15 November 2007 - 10:27 AM
;------------------------------------------------------------------------------ Armor GondorCastleWall ;Nigh-invulnerable and ancient walls and wall structures -JBender Armor = DEFAULT 0% ;this sets the level for all nonspecified damage types Armor = SIEGE 100%; 20% ;siege damage Armor = STRUCTURAL 100% ;structural damage - Grond inflicts this kind of damage End ;------------------------------------------------------------------------------ Armor GondorCastleWallUpgrade ;Nigh-invulnerable and ancient walls and wall structures -JBender Armor = DEFAULT 0% ;this sets the level for all nonspecified damage types Armor = SIEGE 100% ;siege damage Armor = STRUCTURAL 100% ;structural damage - Grond inflicts this kind of damage Armor = MAGIC 100% End ;------------------------------------------------------------------------------ Armor GondorCastleWallUpgradeAsTower ;Nigh-invulnerable and ancient walls and wall structures -JBender Armor = DEFAULT 0% ;this sets the level for all nonspecified damage types Armor = SIEGE 100% ;siege damage Armor = STRUCTURAL 100% ;structural damage - Grond inflicts this kind of damage Armor = MAGIC 100% Armor = FLY_INTO 100% ; so nazgul and eagle can swoop into upgrade only when it is a tower EndSo where exactly is this repair bit? Anyone actually got some useful advice?
#7
Posted 16 November 2007 - 03:30 AM
Behavior = GettingBuiltBehavior ModuleTag_GettingBuilt SelfBuildingLoop = BuildingConstructionLoop; Only played if we DON'T spawn a worker SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound SelfRepairFromRubbleLoop = BuildingConstructionLoop SpawnTimer = -1.0; Negative means no 'autoheal' End
As you can read, the spawn timer must be negative, or it autoheals. This is taken straight from the Object 'RohanCastleBend', which obviously doesn't autoheal.
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#8
Posted 16 November 2007 - 08:28 AM
Behavior = GettingBuiltBehavior ModuleTag_GettingBuilt SelfBuildingLoop = BuildingConstructionLoop; Only played if we DON'T spawn a worker SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound SelfRepairFromRubbleLoop = BuildingConstructionLoop SpawnTimer = -1.0; Negative means no 'autoheal' RebuildTimeSeconds = CASTLE_WALL_REBUILD_TIME End
I've tried editing that rebuild time too but the game froze. Would it anything to do with what team I place it on?
Edited by mh_gollum, 16 November 2007 - 08:30 AM.
#9
Posted 16 November 2007 - 09:01 AM
SelfRepairFromDamageLoop
What if you delete this?
#10
Posted 16 November 2007 - 03:53 PM
#11
Posted 16 November 2007 - 03:53 PM
#17
Posted 09 December 2007 - 10:41 PM
Not on a BFME 1 map where castles are the starting base types If the player was Gondor then they'd always start out with damaged castles. Is there no way to just remove the autorepair thing?
Can't you just take some object that isn't used on the map and give it all the properties of the gondor wall? Than you just place that object in WB and it will show up as a damaged gondor wall in-game. I've done this several times with a map.ini file.
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