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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Thu Jul 31, 2014 11:06 pm    Post subject:  MORE questions.
Subject description: Projectiles, Hardcoded Stuff and Walls
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Heyo.

1. Can you make a projectile with an image behave like a projectile with inviso=yes? As in, make it move to the target regardless of what happens, even if on different terrain heights etc.

2. Are there any downsides to using the Modexe tool to un-hardcode all the hardcoded stuff such as walls etc? Also: Is there a list of what is actually hardcoded. Take the HMEC (Mammoth MK2), what is actually hardcoded about it?

3. I've known about stuff being hardcoded when it comes to the droppod superweapon. However, after having used Modexe to remove hardcoded values, is it possible to change the type of infantry that drops from the pods along with other things?

4. Sometimes a lone Titan can 1-shot a solo Wall segment while on other segments it takes multiple shots from multiple Titans to destroy it. How come Wall segments seem to have really inconsistant health?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 01, 2014 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

1. only missiles with high ROT, so they fly in an arc and above obstacles. else no.

2. not thati know of. you might only notice some different stats ingame since now the rules.ini values are used and not the hardcoded ones, which can be different.
No exact info is know about what is hardcoded
GuardRange, Cost and Strength on Walls IIRC
Strength on HMEC. Maybe also some other things like Armor

3. no, the infantry of droppods are still hardcoded. I could add a hack to modexe though.
add this to your hacks.ini to change droppod infantry (note: only 2 character long IDs are possible)
Code:
[ChangeDroppodInfantry]
Name=Change Droppod Infantry (2 different infantry are randomly used)
Description=Use a different Infantry for Droppods
Type=TS
Offset=0x30fef4
Original=45 32
Modified=?? ??
InputAsString=yes
InputText=Change Droppod Infantry 1
HackDescription=Change Droppod Infantry 1

Offset=0x30fef8
Original=45 31
Modified=?? ??
InputAsString=yes
InputText=Change Droppod Infantry 2
HackDescription=Change Droppod Infantry 2

Hint: In TI we created new infantry D1 and D2 which are used for droppods only.

4. no clue, hardcoded this way. There seems to be a random factor playing a role, but the strength of a wall still depends on the number of damage stages and Strength in rules.ini.

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Fri Aug 01, 2014 7:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
1. only missiles with high ROT, so they fly in an arc and above obstacles. else no.


Take the shp projectile for the Scatterpack unit in TI, there would be no way to make this projectile always shoot straight rather than miss its target sometimes?

Lin Kuei Ominae wrote:
3. no, the infantry of droppods are still hardcoded. I could add a hack to modexe though.
add this to your hacks.ini to change droppod infantry (note: only 2 character long IDs are possible)
Code:
[ChangeDroppodInfantry]
Name=Change Droppod Infantry (2 different infantry are randomly used)
Description=Use a different Infantry for Droppods
Type=TS
Offset=0x30fef4
Original=45 32
Modified=?? ??
InputAsString=yes
InputText=Change Droppod Infantry 1
HackDescription=Change Droppod Infantry 1

Offset=0x30fef8
Original=45 31
Modified=?? ??
InputAsString=yes
InputText=Change Droppod Infantry 2
HackDescription=Change Droppod Infantry 2

Hint: In TI we created new infantry D1 and D2 which are used for droppods only.


I take it this results in the droppods dropping randomly selected infantry from the infantry list? Would it be possible to have it be a selectable thing, perhaps even increase the amount of different infantry types dropped by the droppods?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 01, 2014 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Elite_Pirate wrote:
Take the shp projectile for the Scatterpack unit in TI, there would be no way to make this projectile always shoot straight rather than miss its target sometimes?

No, because the projectile is actually a missile. Just with a very low ROT of 1, so it doesn't fly up and in an arc like other missiles.
And since projectiles have a flying height, they are also prone to hit cliffs and slopes in their path.

Elite_Pirate wrote:
I take it this results in the droppods dropping randomly selected infantry from the infantry list? Would it be possible to have it be a selectable thing, perhaps even increase the amount of different infantry types dropped by the droppods?

Yes, if the D1/D2 infantry exist in rules.ini and you have them set via the hack, then those 2 infantry are dropped (not the default E2 and E1 anymore).
No, those 2 infantry are dropped randomly and only those 2 fixed ones (no selectable stuff possible). Not more, not less. Ok less if you set on both offsets the same infantry. Then you drop only this one infantry.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Fri Aug 01, 2014 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

A quick question: Is there a cameo kit with high res backgrounds for TS (rather than the low res .pcx version) available for download?

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