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Various undocumented tags
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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Aug 26, 2007 1:42 am    Post subject:  Various undocumented tags Reply with quote  Mark this post and the followings unread

Here's some various tags that I found when looking through the Game.exe
let me say that this is not all the tags, but only a few undocumented ones.
these are untested, and I do not know how most of them effect the game.
I will be testing them and releasing details on how they do work.


so here they are...
Art:SHPS

ShouldUseCellDrawer ;(def=no?)
Tiled ;(def=no?)
Bouncer ;(def=no?)
BounceAnim ;(animation name, if bouncer)
BounceSound ;(sound name, if bouncer)
StartSound
ShouldFogRemove ;(def=no?)
IsAnimatedTiberium ;(def=no?)
FreeAfterPlaying ;(?)
Translucency ;(level of translucency, -XX to +XX)
TranslucencyDetailLevel ;(detail level?)
DetailLevel
UnderDoorAnim ;(possibly animation behind or "under" the door)

Art:Animation

I beleive these have to do with animations...
I'm not sure what effect they have or what they do.

PreProductionAnimYSort ;(Unkown, possibly deals with animations before it's made)
PreProductionAnimZAdjust
PreProductionAnimY
PreProductionAnimX
PreProductionAnimDamaged
PreProductionAnim

ProdcuctionAnim ;(production animation, same tags as the ones above)

SpecialAnimThreePoweredLight ;(?)
SpecialAnimThreePowered
SpecialAnimThreeYSort
SpecialAnimThreeZAdjust
SpecialAnimThreeY
SpecialAnimThreeX
SpecialAnimThreeDamaged
SpecialAnimThree

Then it instead of three it can be Two, or Four (specialAnimationTwo, or SpecialAnimationFour)
And it can also just be SpecialAnimPowered (so you have 1,2,3,and 4 special animations)

Then it has..

ActiveAnimXX (as XX is One,Two,Three,or Four)

and it has all the same tags(ActiveAnim-Powered,PoweredLight,YSort,etc.)

AnimAux1
AnimAux2
AnimActive



Code:Buildings
Now I think these involve Buildings

ExtraLight ;(does it have a bonus light on it? def=no?)
ZShapePointMove ;(don't know?)
NormalZAdjust
SpecialZOverlayZAdjust
SecondaryPixelOffset
PrimaryPixelOffset
Recoilless ;(Def=No?)
InvisibleInGame ;(useful if something is meant not to be seen, i guess)
PlaceAnywhere ;(placeable anywhere on the map?)
TurretAnimIsExclusive ;(?)
StartFacing ;(where will it start facing


Code:Warheads
Im thinking this is warheads, correct me if Im wrong

AnimHigh ;(er..if it's high up it plays specified animation?)
AnimLow ;(Plays animation if low,?????)
Rotates
RetargetAccuracy ;(if retargeted, how will the accuracy be effected?)
Splits ;(?)
Degenerates ;(degenerates itself?)
Arm ;(clueless)

Code:Overlay

Creep ;(movement Zone type, isn't used, could be changed for special movement, like ships)
Winged ;(is this used in TS?)

Code:Partcile Systems

VelocityPerturbation ;(?)
MovePerturbation ;(?)
PosistionPerturbation ;(what does Perturbation mean?)
OneFrameLight ;(a light with one frame?)
LightSize ;(Size of light)
ColorSpeed

Various other code for units:

TurretNotExportedOnGround ;(?)
VisibleLoad ;(?)
MyEffectivenessCoefficient ;(some person's cuctom Coefficient?)
TiltsWhenCrushes
Disableable
NoAutoFire ;(Could be used for a unit that is stealthed or something, so it dosen't automaticly fire)
ThreatAvoidenceCoefficient

Wierd thing I found:
FOG.SHP and SHROUD.SHP
they have their own SHP images, or are the generated by the game?
And what about POD.SHP?

What's DGREEN.SHP?

There is a part that covers the [General] Section, it probably has some tags that aren't used, just look it up by typing this in the find button
LANGFS.INI..Processing LangRule.ini

Well, I didn't cover all the tags, but I did find some new tags that were never documented

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sun Aug 26, 2007 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know them all but I'll explain the ones I know:

TranslucencyDetailLevel ;(detail level?)
DetailLevel - These determine at what detail level (look in the options) they're played at.

Recoilless - The barrel doesn't move when the weapon fires. Yes/no
InvisibleInGame ;(useful if something is meant not to be seen, i guess) - Look at invisible light posts for this.
PlaceAnywhere ;(placeable anywhere on the map?) - Exactly.


Rotates - Obvious.
RetargetAccuracy - used with the Cyborg Reaper, when the missiles split it's the percentage chance they'll hit a target.
Splits - Multimissile logic. Splits into clusters. Yes/no
Degenerates - What you said. Pretty crap, really. Yes/no
Arm - How long before the warhead is armed, I'm not sure of the importance of this to be honest.

Creep - Cyborg Reaper.
Winged - Default MovementZone for aircraft.

ColorSpeed - Speed at which the particles change colour, I believe.

Disableable - I think this is to turn off specific units (i.e. the MCV) for skirmish mode without bases. Yes/no

A lot of these are used in the game, I don't have a great deal of knowledge about the art ones but I can tell you that ZAdjust ones involves changes with animations or turrets being over/under buildings or other animations.

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Aug 26, 2007 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

i thought most of those were used in the game, im just to lazy to look in the .ini for them....

a lot of the tags seem useless....(arm)

however, some these i know i have never seen, i don't know their importance.... i'm going to test some of them.....

some that are very interesting:
ShouldUseCellDrawer any know about this?
Bouncer
BounceAnim
BounceSound
ShouldFogRemove
FreeAfterPlaying?
UnderDoorAnim this one makes me curious how it works and what it does

All these are weird....
PreProductionAnimYSort
PreProductionAnimZAdjust
PreProductionAnimY
PreProductionAnimX
PreProductionAnimDamaged
PreProductionAnim

ProdcuctionAnim ;(production animation, same tags as the ones above)

and I'm not sure what these are capable of...
SpecialAnimThreePoweredLight ;(?)
SpecialAnimThreePowered
SpecialAnimThreeYSort
SpecialAnimThreeZAdjust
SpecialAnimThreeY
SpecialAnimThreeX
SpecialAnimThreeDamaged
SpecialAnimThree

AnimAux1
AnimAux2
AnimActive

ExtraLight ;(does it have a bonus light on it? def=no?)
ZShapePointMove ;(don't know?)

SecondaryPixelOffset
PrimaryPixelOffset
TurretAnimIsExclusive ;(?)

AnimHigh ;(er..if it's high up it plays specified animation?)
AnimLow ;(Plays animation if low,?????)

VelocityPerturbation ;(?)
MovePerturbation ;(?)
PosistionPerturbation ;What do these do?
OneFrameLight ;(a light with one frame?)
LightSize ;(Size of light)

TurretNotExportedOnGround ;(?) ???
VisibleLoad ;(?)
MyEffectivenessCoefficient ;(some person's cuctom Coefficient?)


i'll research some of these tommorow....

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Vemarkis
Vehicle Driver


Joined: 07 Apr 2006

PostPosted: Sun Aug 26, 2007 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
MyEffectivenessCoefficient ;(some person's cuctom Coefficient?)
That relates to the crippled Threat Rating logic, you can see those values in rules.ini(Well Westwood forgot their own system, and incorrectly defined the values). See section Threat Evaluation Controls in rules.ini Smile.

You need to have a building with the tag IsThreatRatingNode=True for the logic to become active. If you fix the values in the threat rating section, it will actually be useful.

Correct values are these:
Code:

; default threat evaluation controls
MyEffectivenessCoefficientDefault=2.0
TargetEffectivenessCoefficientDefault=-2.0
TargetSpecialThreatCoefficientDefault=2.0
TargetStrengthCoefficientDefault=-2.0
TargetDistanceCoefficientDefault=-0.1

; defaults for dumb threat evaluation
DumbMyEffectivenessCoefficient=2.0
DumbTargetEffectivenessCoefficient=2.0
DumbTargetSpecialThreatCoefficient=2.0
DumbTargetStrengthCoefficient=2.0
DumbTargetDistanceCoefficient=-0.1

EnemyHouseThreatBonus=4.0


However, many of the units have very similar threat rating values, so if you want the system to be real useful you need to rebalance those values a bit..

Last edited by Vemarkis on Sun Aug 26, 2007 1:50 pm; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Aug 26, 2007 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought you had to tweak the rules.ini more to get the TRN working, but guess I was wrong...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Aug 26, 2007 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

AGES ago i made a full list of all the flags, and what most do, and with the help of many people i made a small guide... what i plan to put into a Wiki... though its nice to see someone else looking aswell Smile

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Aug 26, 2007 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, thought about all the tags, i knew there were undocumented ones, so i took a look and was surprised to see how many there were..... Very Happy

however, i wish we new the default values, and which tags worked
(testing every one of them is annoying...) Confused

did you finish the guide?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Aug 26, 2007 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I need hosting for it... and default values... i can find some out now thanks to Pd #Tongue

If your interested in helping out... add me to MSN Wink

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Aug 26, 2007 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, i see......

eh, i don't have MSN, but im willing to help! Very Happy

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Aug 27, 2007 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, i suggest you make use the hotmail account and use it for MSN, or use the one you signed up with on these forums. Having MSN is a important thing in the community, as sending multiple PMs back and forth gets annoying.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 27, 2007 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

joshy wrote:

UnderDoorAnim this one makes me curious how it works and what it does

While a unit leaves a Warfactory the normal shp isn't used anymore and instead UnderDoorAnim and DeployingAnim. Those 2 have to fit that well together, that they both put together form the warfactory again.
UnderDoorAnim is actually no anim. This is always a 2 frames shp (normal, damaged) for the part of a warfactory, that is masked by the leaving unit.
DeployingAnim is the other part that is always higher as the leaving unit and this way always masks the leaving unit.
So you have 3 layer: Background (UnderDoorAnim), Central Layer (Unit), Foreground (DeployingAnim)

joshy wrote:

All these are weird....

ProdcuctionAnim ;(production animation, same tags as the ones above)

and I'm not sure what these are capable of...
SpecialAnimThreePoweredLight ;(?)
SpecialAnimThreePowered
SpecialAnimThreeYSort
SpecialAnimThreeZAdjust
SpecialAnimThreeY
SpecialAnimThreeX
SpecialAnimThreeDamaged
SpecialAnimThree


ProductionAnim: applied to a warfactory, this starts to play an animation as soon as a unit is ready build.
And on Conyards, this plays the animation when you place a building.
PreProduction: only seen on Conyards for the animation that is played, as long as no ProductionAnim is played

SpecialAnim,SpecialAnimTwo,SpecialAnimThree are used for the different parts of the repair arm of the Service Depot.
SpecialAnim also used for Tiberium Silo fill states
...Powered: Does the animation require that the building has power (stands in art.ini)
...Y: to move the anim around along y axis so the position fits
...X: to move the anim around along x axis so the position fits
SpecialAnimThreePoweredLight : no idea but GAPLUG uses this for a normal active anim

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Tue Aug 28, 2007 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow, that explains a lot! i had no idea that those tags were actually used!

TSHyper: it's true that PMs back in forth are annoying.... but i dunno, i might get MSN......

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sat Sep 01, 2007 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

joshy wrote:

SecondaryPixelOffset
PrimaryPixelOffset

IIRC these are used to define the firing offset for buildings without a turret, for example the obelisk of light. It needs an X (width, I believe) and an Y (height, eventually) value to work. If it is PrimaryPixelOffset=0,0 , then the laser of the obelisk fires - uh, from the top-left or bottom-right corner of the shp, not sure right now. Or from the middle Wink

Secondary is simply for secondary weapon.

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