Posted: Tue Aug 29, 2006 2:35 am Post subject:
General Questions
Subject description: Including: existing weapon graphics, new ones (?), except.txt
First off, I'm somewhat new to modding, thought not completely. I was wondering how to add new attacks to the weapon statistics section. Maybe use the same animation, just different ROF or damage. This is obviously in the Rules.ini section (just making sure I ask questions the smart way). Also, I played the "BlackMissile" mod, which used a flak track image that had a "multi missile" as a weapon; it's the same missile in TB Sun if I'm not mistaken.
How can I make a weapon? Is the animation in the ra2.mix file or... what exactly do you do to make a new weapon with a new animation?
Also, in the SHPs for units with attack animations. If you add a premade unit, how do you know what the "FIREUP" is? This pretains to the ART.INI "FireUp = frame of projectile launch when firing standing [required if it has firing animation] "
How do you know what the FIREUP is in the ART.INI section, pretaining to new units and new SHPs.
Lastly, what is the except.txt? I took a look at it but it doesn't have any info about what it does?
Thanks and I hope I was thorough in asking questions... QUICK_EDIT
Secondly weapons are (completely or partially?) built-in to Rules(md).ini and frankly someone can elaborate on this one for advanced usage but weapons themselves can be edited in almost any way from the inis themselves such as choose from one the many firing projectiles and reports aka sounds as well as warheads. Also for using "new" weapons the easiest and most basic way to do this is merely edit the "old" weapons from TS that are not used like CyCannon and stuff.
Theres quite a few of those that can be used for a "new" weapon of sorts.
Graphics-wise by default all units I think spawn their projectiles from the center pixel-wise so all the Art(md).ini controls you might have to ask around a bit.
If this is not enough to at least help you then someone else may be of service. QUICK_EDIT
Yes, weapons are controlled through rules(md).ini. And an animation (called the Projectile) is just part of a weapon. You can use XCC Mixer to browse the mix files for unused animations and use them.
FireUp= has two purposes, in the sequence section it says which frames of the shp are played as the firing animation, and in the unit section it says, how many of those frames must have been played before the actual projectile is fired. Like, if the unit has a grenade launcher and has this set to 5, then it will play the first four firing animation frames (e.g., loading, aiming) before actually firing the grenade.
See [url=http://modenc.renegadeprojects.com/IE#Except.txt]here[/url ] for info on except.txt . QUICK_EDIT
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