Posted: Mon Sep 30, 2013 9:14 am Post subject:
Editing Nod Artillery
Subject description: Restoring its firepower in Firestorm
Greetings!
I'm wondering if anybody can tell me what I would need to edit in the rules ini for Firestorm to restore Nod Artillery to the stats it has in vanilla Tiberium Sun.
Well, specifically I'd like to at least restore the damage it did, and the ability to create craters. I'm fine with it being a little less accurate and I suppose the range is more reasonable in Firestorm as well. However it seems very outclassed compared to the juggernaut.
In any case, I've looked through the rules ini's for TS and FS and I can't see any differences. Am I looking in the wrong place or just blind?
Just go to the weapons projectile and change it to ballistic. it should be ballistic2 in Firestorm, I too don't like the damage output in firestorm but Westwood has done this for balance.
just look in tibsun.mix/local.mix for the TS rules.ini
With Firestorm came the expand01.mix which includes a rules.ini too and which overrides the tibsun.mix rules.ini.
So you can compare both versions yourself and do the changes you want.
Though keep in mind that some aspects of the artillery are hardcoded. Thus you'd have to clone the weapon and warhead so the game uses the ini values and not the hardcoded ones. _________________ SHP Artist of Twisted Insurrection: Nod buildings
BallisticScatter value has changed from TS to FS from 1.0 to 2.0.
Reversing it, will affect Juggernaut also. This might be the reason for less damage in Artillery. The change is in firestrm.ini. QUICK_EDIT
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Mon Sep 30, 2013 9:40 pm Post subject:
Lin Kuei Ominae wrote:
Though keep in mind that some aspects of the artillery are hardcoded. Thus you'd have to clone the weapon and warhead so the game uses the ini values and not the hardcoded ones.
is there a list of what is all hardcoded ?
all I know of is MMK2 HP, droppod crew, jellyfish float frames and Sonic laser range QUICK_EDIT
a list? good point. i don't think there is one. In the past people usually checked the exe with a hex editor if something is hardcoded by simply searching for that object.
e.g. search for 155mm and since you can find that string in the exe, you know that this object has something hardcoded
Strings that i just found flying over the exe
-APC (though in this case only the special water logic is applied and no rules.ini settings)
-INVISO
-FIRE3
-PULSBALL
-NAPOST
-NAFNCE
-DROPLAND
-CARYLAND
-GAPLUG, GAPLUG4, GAPLUG3, GAPLUG2
-XGRYSML1, XGRYMED2, XGRYMED1
-all city/civilian stuff CA0021 to CA0001, ABAN15 - ABAN01, CAR, BUS , WINI etc
-DOGGIE, VISC_LRG, VISC_SML, JFISH (this and civil stuff probably used by random map generator and no real ini-settings hardcoded)
-HMEC
-MUTANT
-MultiLauncher
-ChemLauncher
-E2, E1 (used for droppod)
-METSMALL, METLARGE
-TRUCKA, TRUCKB
-NAWALL, GAWALL, GAFSDF
-GasCloudM1, VEINHOLE
-ARTYHE
-155mm _________________ SHP Artist of Twisted Insurrection: Nod buildings
a list? good point. i don't think there is one. In the past people usually checked the exe with a hex editor if something is hardcoded by simply searching for that object.
e.g. search for 155mm and since you can find that string in the exe, you know that this object has something hardcoded
Strings that i just found flying over the exe
-APC (though in this case only the special water logic is applied and no rules.ini settings)
-INVISO
-FIRE3
-PULSBALL
-NAPOST
-NAFNCE
-DROPLAND
-CARYLAND
-GAPLUG, GAPLUG4, GAPLUG3, GAPLUG2
-XGRYSML1, XGRYMED2, XGRYMED1
-all city/civilian stuff CA0021 to CA0001, ABAN15 - ABAN01, CAR, BUS , WINI etc
-DOGGIE, VISC_LRG, VISC_SML, JFISH (this and civil stuff probably used by random map generator and no real ini-settings hardcoded)
-HMEC
-MUTANT
-MultiLauncher
-ChemLauncher
-E2, E1 (used for droppod)
-METSMALL, METLARGE
-TRUCKA, TRUCKB
-NAWALL, GAWALL, GAFSDF
-GasCloudM1, VEINHOLE
-ARTYHE
-155mm
O.O So that is why I couldn't change the palette when I added new animation in GasCloudM1. Thanks for the info! QUICK_EDIT
I doubt it's because of that.
1. GasCloudM1 is afaik only listed there due to its hardcoded behaviour as the default spawn particle of the veinhole monster.
2. all Particles are hardcoded to use by default anim.pal. No particle is using any art.ini entry, they always directly use the shp. The settings about length of anim, loops, animation speed are all set in the particle, thus there is no art.ini entry necessary or used. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Oct 01, 2013 11:11 am Post subject:
2 is the real reason indeed. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
AFAIK does the hardcoding of 155mm two effects:
It limits the damage output to a specific value, and (dunno if it is because of the damage), it doesn't use the yellow animations, but only the grey explosions. (The Deformation isn't happening because of the Treshold, AFAIK, since the hardcoded damage is below the treshold)
As far as I am concerned, it is far easier to copy the weapon itself, and copy the vanilla rules _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum