Posted: Sun Aug 26, 2007 1:42 am Post subject:
Various undocumented tags
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)
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 _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Sun Aug 26, 2007 2:20 am Post subject:
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. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
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?)
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)
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 .
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.
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 QUICK_EDIT
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 QUICK_EDIT
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. QUICK_EDIT
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 _________________ SHP Artist of Twisted Insurrection: Nod buildings
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...... _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat Sep 01, 2007 10:43 am Post subject:
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
Secondary is simply for secondary weapon. QUICK_EDIT
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