Try to organize the comments so that as many of the semi-colons would be on the same column as possible. But remember to keep a reasonable space between the comment and the actual code. For example:
Code:
RefundPercent=50% ; percent of original cost to refund when building/unit is sold
ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=15% ; percent cost to fully repair as ratio of full cost
RepairRate=.016 ; minutes between applying repair step
RepairStep=8 ; hit points to heal per repair 'tick'
URepairRate=.016 ; [units only] minutes between applying repair step
IRepairRate=.001 ; [infantry only] minutes between applying repair step
IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
SelfHealInfantryFrames=50 ; time in frames between infantry auto-heal
SelfHealInfantryAmount=20 ; amount of health restored at each interval ;hospital
SelfHealUnitFrames=75 ; time in frames between unit auto-heal
SelfHealUnitAmount=5 ; amount of health restored at each interval ;machineshop
I would change this to
Code:
RefundPercent=50% ; percent of original cost to refund when building/unit is sold
ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=15% ; percent cost to fully repair as ratio of full cost
RepairRate=.016 ; minutes between applying repair step
RepairStep=8 ; hit points to heal per repair 'tick'
URepairRate=.016 ; [units only] minutes between applying repair step
IRepairRate=.001 ; [infantry only] minutes between applying repair step
IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
SelfHealInfantryFrames=50 ; time in frames between infantry auto-heal
SelfHealInfantryAmount=20 ; amount of health restored at each interval ;hospital
SelfHealUnitFrames=75 ; time in frames between unit auto-heal
SelfHealUnitAmount=5 ; amount of health restored at each interval ;machineshop
Or even
Code:
RefundPercent=50% ; percent of original cost to refund when building/unit is sold
ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=15% ; percent cost to fully repair as ratio of full cost
RepairRate=.016 ; minutes between applying repair step
RepairStep=8 ; hit points to heal per repair 'tick'
URepairRate=.016 ; [units only] minutes between applying repair step
IRepairRate=.001 ; [infantry only] minutes between applying repair step
IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
SelfHealInfantryFrames=50 ; time in frames between infantry auto-heal
SelfHealInfantryAmount=20 ; amount of health restored at each interval ;hospital
SelfHealUnitFrames=75 ; time in frames between unit auto-heal
SelfHealUnitAmount=5 ; amount of health restored at each interval ;machineshop
But try also to avoid big gaps between the comment and the code, the ones on my 2nd example are quite big already, so I'm unsure whether I'd use that or the 1st one.
I also had an index at the top part of my organized rules.ini, and although it may be redundant, you can quickly see all the sections that the rules.ini contains, and you don't have to memorize a section name when you can quickly look it up from the list. Note that I have changed the position of some sections in the rules.ini, simply so that they would fit better with the index. For example I put the "Misc." as the last subsection in [General], although originally it was somewhere in the middle.
Code:
; ¤¤¤¤¤ Index ¤¤¤¤¤
;
; Use the index number or the (sub)section name to find what you're looking for
;
; Sections: Subsections:
;
; 1. General 1.1. Veteran Factors
; 1.2. Repair & Refit
; 1.3. Income & Production
; 1.4. Computer & Movement Controls
; 1.5. Ion Storm Control
; 1.6. Droppod Flight Characteristics
; 1.7. Hover Vehicle Characteristics
; 1.8. Subterranean Vehicle Characteristics
; 1.9. Production & Power Effects
; 1.10. Hack Section
; 1.11. Brett Sperry Hack Section
; 1.12. Firestorm Defense Controls
; 1.13. Veinhole Monster Parameters
; 1.14. AI Trigger Weighting Parameters
; 1.15. Spotlight Controls
; 1.16. Radar Even Controls
; 1.17. Voxel Debris ID Holders
; 1.18. Building Prerequisite Categories
; 1.19. Hunter-Seeker Controls
; 1.20. Threat Evaluation Controls
; 1.21. Misc.
; 2. Jumpjet Movement Controls
; 3. Special Weapon Controls
; 4. Audio/Visual Rules
; 5. Crate Rules
; 6. Combat & Damage Rules 6.1. General Settings
; 6.2. Particle System Defaults
;
; Different objects in the game are listed in the following 15 categories:
;
; 7. Houses List
; 8. Sides List
; 9. Infantry Types List
; 10. Building Types List
; 11. Aircraft Types List
; 12. Vehicle Types List
; 13. Terrain Types List
; 14. Smudge Types List
; 15. Overlay Types List
; 16. Animation Types List
; 17. Voxel Animations List
; 18. Particle Types List
; 19. Particle Systems List
; 20. Superweapon Types List
; 21. Warhead Types List
;
; 22. Multiplayer Settings
; 23. Object Heap Maximums
; 24. AI Skirmish Controls
; 25. AI Generals ; Listed, but obsolete
; 26. Computer IQ Settings
; 27. Country Statistics
; 28. Color Values
; 29. Difficulty Settings
;
; 30. Unit & Building Statistics 30.1. Ground Vehicle Statistics
; 30.2. Infantry Statistics
; 30.3. Aircraft Statistics
; 30.4. Building Statistics
; 31. Weapon Statistics
; 32. Projectile Statistics
; 33. Particle System Statistics
; 34. Particle Statistics
; 35. Warhead Statistics
; 36. Terrain Characteristics
; 37. Overlay Objects
; 38. Smudge Objects
; 39. Land Characteristics
; 40. Random Crate Power-Ups
; 41. Tiberium Varieties
; 42. Object Mission Controls
; 43. Voxel Debris Types
; 44. Weapons of Mass Destruction
; 45. Global Variables
;
; END OF INDEX
;
EDIT: Oh damnit, I didn't notice the "Note: ...." in your post. Anyway, if the spacing needs no fixing the way I showed, then it's all good.
Oh, and the [code] does break the spacing. No idea why... _________________
I made this a long time ago. Basically an easy way to add units while avoiding the 100 units bug.
Code:
; ******* Vehicle Type List *******
; This lists all of the vehicles types in the game. Each vehicle
; type should have a matching section that specifies the data it
; requires.
[VehicleTypes]
;THIS LIST HAS BEEN RENUMBERED BASED ON MODENC'S 100 UNITS BUG LIST BY DCODER
;ALLIED UNITS GO HERE
1=AEGIS ;AEGIS CRUISER
2=AMCV ;ALLIED MCV
3=BFRT ;BATTLE FORTRESS
4=CARRIER ;AIRCRAFT CARRIER
5=CMIN ;CHRONO MINER
6=DEST ;DESTROYER
7=DLPH ;ARMORED DOLPHIN
8=FV ;INFANTRY FIGHTING VEHICLE
9=LCRF ;AMPHIBIOUS TRANSPORT
10=MGTK ;MIRAGE TANK
11=MTNK ;GRIZZLY BATTLE TANK
12=ROBO ;ROBOT TANK
13=SHAD ;NIGHTHAWK TRANSPORT
14=SREF ;PRISM TANK
15=TNKD ;TANK DESTROYER
If you don't mind I think I'm going to steal that index, with some changes for mine. :p I was actually working on my own, but it wasn't formatted as nicely, and I ended up scrapping it because I wasn't happy with how it looked. Bahahaha.
And I'm going to organize the units a different way, but thankyou.
Also, does anyone know anymore unit conversions, like I added to the top? Like leptons, frames, etc? QUICK_EDIT
If you don't mind I think I'm going to steal that index, with some changes for mine. :p I was actually working on my own, but it wasn't formatted as nicely, and I ended up scrapping it because I wasn't happy with how it looked. Bahahaha.
Yeah, feel free to use it. I guess it's free for use now that I copied it here.
Quote:
Also, does anyone know anymore unit conversions, like I added to the top? Like leptons, frames, etc?
"900 Frames per Minute, 15 FPS" This of course varies depending on the game speed setting 15 frames = 1 second in middle speed setting (3).
In the game, a cell is also 23 pixels wide in N-S axis and 48 pixels wide in W-E axis. So a pixel is 1/1104th of a cell. Small, yeah. A lepton would be approx. the size of 4,3 pixels by this logic.
I can't come up with any other units used in the game(s) that would need converting. _________________
If you don't mind I think I'm going to steal that index, with some changes for mine. :p I was actually working on my own, but it wasn't formatted as nicely, and I ended up scrapping it because I wasn't happy with how it looked. Bahahaha.
Yeah, feel free to use it. I guess it's free for use now that I copied it here.
Quote:
Also, does anyone know anymore unit conversions, like I added to the top? Like leptons, frames, etc?
"900 Frames per Minute, 15 FPS" This of course varies depending on the game speed setting 15 frames = 1 second in middle speed setting (3).
In the game, a cell is also 23 pixels wide in N-S axis and 48 pixels wide in W-E axis. So a pixel is 1/1104th of a cell. Small, yeah. A lepton would be approx. the size of 4,3 pixels by this logic.
I can't come up with any other units used in the game(s) that would need converting.
900/15 is the standard frame rate. I think... 3 on the game speed setting? QUICK_EDIT
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