How to edit the ini file (come to learn) -1 reply

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cheater

I don't spend enough time here

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24th April 2003

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#1 18 years ago

First go to factionunit.ini

copy an existing unit and change the name.

now edit these------

; ***DESIGN parameters *** DisplayName = OBJECT:NavySeal Side = America EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet Conditions = None Weapon = PRIMARY Mp5 Weapon = Secondary Pistol End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 400 Prerequisites Object = AmericaBarracks Object = AmericaStrategyCenter End BuildCost = 300 BuildTime = 7.0 ;in seconds

ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = NavySealCommandSet

---------Then go to the commandbutton.ini and add this

CommandButton Command_ConstructNavySeal Command = UNIT_BUILD Object = NavySeal TextLabel = CONTROLBAR:ConstructNavySeal ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildNavySeal End

---------After these to the AmericaBarracks in commandset.ini

1 = Command_ConstructNavySeal

---afterwards add these CommandSet NavySealCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 3 = Command_ColonelBurtonRemoteDemoCharge 4 = Command_ColonelBurtonDetonateCharges 5 = Command_AmericaRangerCaptureBuilding 9 = Command_AttackMove 11 = Command_Guard 12 = Command_Stop End

-----------then add these weapons

;------------------------------------------------------------------------------ Weapon Mp5 PrimaryDamage = 15.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 50.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingTankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 400 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon Pistol PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 50.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 200.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingTankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 400 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes End

and your done.




DMace

I'm too cool to Post

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21st March 2003

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#2 18 years ago

Thanx for that, i'll give it a go.




soldier boy

4pH3r my l33t talk1ng

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29th October 2002

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#3 18 years ago

could u teach me how 2 make the migs and raptors shoot with machine gun at air units? it would be cool if i could do it!:D :dance:




Etherealsilk

Addicted to GF

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29th March 2003

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#4 18 years ago

I dont believe that the Raptor and Mig have the bones needed to be able to fire a machine gun. You could try just adding the MG as a secondary weapon and seeing how it looks and if it works. Try adding this to your weapons.ini

;------------------------------------------------------------------------------ Weapon Raptor20mmCannonWeapon PrimaryDamage = 12.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 275.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireSound = ComancheWeaponMachineGun FireFX = WeaponFX_Comanche20mmCannonFire VeterancyFireFX = HEROIC WeaponFX_HeroicComanche20mmCannonFire RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 1800 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1200 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes End

and then add this to to the raptor weapons section in the factionunit.ini

WeaponSet Conditions = None Weapon = PRIMARY RaptorJetMissileWeapon Weapon = SECONDARY Raptor20mmCannonWeapon End

Make sure you add the secondary weapon to both the regular raptor weaponset and the upgrades weaponset.




Cammy

Mother of Red Dawn Mod

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16th March 2003

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#5 18 years ago

I think it's possible and a really great Idea :) perhaps there could be no MuzzleFX..... but that's not really a Problem i think ;)