Posted: Wed Nov 22, 2017 3:42 pm Post subject:
Tool for Auto-List Weapons and Projectiles
Hello, guys.
I heard that there is a tool that can generate lists of WeaponTypes and Projectiles, also updating Warheads lists and others automatically. What tool is that and where I can find that?
PS: This thread might be in a wrong forum. _________________
Quote:
Humans were born for two things: to pray and be productive.
He does if he plans on making Weapons with similar names, but still needs to know which ones are taken and which are free, but Ctrl+F the whole document is good enough too. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Bump. I could really use a way to print out the Weapons list or at least know how the game forms it. Why? Well, there's a certain trigger action (#42) that fires a weapon into a waypoint. It takes two parameters, one is the index of the weapon and one is the waypoint.
I've tried to deduce the Weapons list by testing, using this trigger action, but it's not as simple as I thought. It seems to list weapons used by BuildingTypes first, but the order does not always follow the order of buildings.
Any help?
Oh and this is for Tiberian Sun, so Ares can't help. _________________
I've tried to deduce the Weapons list by testing, using this trigger action, but it's not as simple as I thought. It seems to list weapons used by BuildingTypes first, but the order does not always follow the order of buildings.
Is it possible the appended list of weapons is in order of instantiation? That is if the code for the buildings is loaded out of order relative to the declaration list, thus picking up the weapons as enountered while parsing?
With the help of Bittah Commander, Dkeeton/xme and Tomson, I was able to determine how the list is formed (to an extent), though an automated list would still be handy. After all the list changes if you modify the order of TechnoTypes or their weapons.
Objects are scanned in the order they appear in the Building/Aircraft/Vehicle/InfantryTypes list. In case of objects with multiple weapons, the game checks and lists them in the following order: Primary, Secondary, Elite. As with all the other object lists, if a weapon has already been listed, any subsequent instances are ignored. _________________
Ok so AICHECK-mod just needs the sections re-orderd that's good.
Crimsonum wrote:
In case of objects with multiple weapons, the game checks and lists them in the following order: Primary, Secondary, Elite. As with all the other object lists, if a weapon has already been listed, any subsequent instances are ignored.
How specific is this behaviour? The default unit code has the elite weapons listed later as written by WW, so if it parses the whole unit adding each in turn, you'd get the above described effect, even if it isn't explicitly so.
Like if you have ElitePrimary after Primary but before Secondary... would it still load after?
How specific is this behaviour? The default unit code has the elite weapons listed later as written by WW, so if it parses the whole unit adding each in turn, you'd get the above described effect, even if it isn't explicitly so.
How specific is this behaviour? The default unit code has the elite weapons listed later as written by WW, so if it parses the whole unit adding each in turn, you'd get the above described effect, even if it isn't explicitly so.
Like if you have ElitePrimary after Primary but before Secondary... would it still load after?
I should've specified this, but yes, the order in which the flags are read is the same no matter which flag is declared first in the object section. So Primary is read first, then Secondary, then Elite, if those two latter even exist. _________________
Looks like the logic follows closely to TS's. The first two are derived from DropPodWeapon and NukeSpecial, however the third one (NukePayload) is an exception. After these three it scans buildings in the order of the BuildingTypes list. Vulcan is from the Sentry Gun, the first building with a weapon. Next is RedEye2 from the Patriot launcher, CoilBolt and OPCoilBolt from the Tesla Coil, and so forth.
This actually explains why cluster weapons have to be assigned to dummy units, otherwise the weapons don't get listed, so the game cannot find them when expected, and it crashes.
Why didn't they just implement a [WeaponTypes] list in Rules(md).ini.... _________________
Updated it to use the list order instead of the code order...
What I didn't do is change the weapon slot orders within the object, it loads them all as it reads them, but looking through the list, I only see 3 spots where this rearranged anything, the IFV (CRNuke seems to change spots?), the GGI and INIT. The rest are a match.
Presumably this means it would be similarly very accurate for TS.
*EDIT* Ahh I understand, DeathWeapons come before turret/weapon changers...
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