some help with .ini files
moetah
19 Sep 2008
Hey. I'm trying to edit some units in Zero Hour(giving them other attacks and decrease the building time and things like that). So i downloaded XCC and opened some .ini files, and i changed some stuff, but I really dont know what do next. Could someone please explain me how to make the changes happen? Thanks in advance
Zeke
20 Sep 2008
save then exit?
Also you could just extract the INIs into your ZH directory in the Data/INI folder then use notepad to edit them. It's much easier.
Though doing this interferes with with online play and any mod you have installed.
Also you could just extract the INIs into your ZH directory in the Data/INI folder then use notepad to edit them. It's much easier.
Though doing this interferes with with online play and any mod you have installed.
moetah
23 Sep 2008
Thanks for the answere.
I copied all my zero hour files c:program files/ ea games so i won't fuck up my original game. And after that i extracted the .ini file for airforce general and changed the attack of a comanche. So when i start general from this directory i get a technical difficulties error now. What went wrong?
I copied all my zero hour files c:program files/ ea games so i won't fuck up my original game. And after that i extracted the .ini file for airforce general and changed the attack of a comanche. So when i start general from this directory i get a technical difficulties error now. What went wrong?
Zeke
24 Sep 2008
If you get a "technical difficulties" error it means you've fucked up somewhere, to find out where open worldbuilder it'll tell you where the error is then post the ini in question here, only then can we help you
jend_maggot
25 Sep 2008
sorry i post here...
i have some problem with .INI files too when i try to add a new item..
this is my .INI code:
CommandButton.INI
CommandSet.INI
SpecialWeaponGeneral.INI
and this error report:
Release Crash at Thu Sep 25 09:13:50 2008
; Reason Error parsing INI file 'Data\INI\CommandButton.ini' (Line: 'CommandButton Spec_Command_ConstructGLAInfantryJarmenKell')
Last error:
Current stack:
is somebody can help me pliz..
Edited by jend_maggot, 25 September 2008 - 02:36.
i have some problem with .INI files too when i try to add a new item..
this is my .INI code:
CommandButton.INI
CommandButton Spec_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Spec_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJarmenKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell
CommandSet.INI
CommandSet Spec_ChinaBarracksCommandSet 1 = Spec_Command_ConstructChinaInfantryRedguard 2 = Spec_Command_ConstructChinaInfantryTankHunter 3 = Spec_Command_ConstructChinaInfantryFlameThrower 4 = Spec_Command_ConstructChinaInfantryHacker 5 = Spec_Command_ConstructChinaInfantryBlackLotus 6 = Spec_command_ConstructAmericaInfantryPathfinder 7 = Spec_command_constructGLAInfantryJarmenKell 11 = Command_GLAUpgradeKVSKRifle 12 = Command_UpgradeChinaRedguardCaptureBuilding 13 = Command_UpgradeChinaMines 14 = Command_Sell End
SpecialWeaponGeneral.INI
;---------------------------------------------------------------------------- Object Spec_GLAInfantryJarmenKell Behavior = AutoHealBehavior ModuleTag_workaroundbecausestupidautohealdoesntwork HealingAmount = 4 HealingDelay = 600 ; msec HealingDelay = 1000 TriggeredBy = Upgrade_Veterancy_ELITE End ; *** ART Parameters *** SelectPortrait = SUDemoJarmenKell_L ButtonImage = SUDemoJarmenKell UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_GLAKellBetterRifle ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; --- idle DefaultConditionState Model = UIHERO_SKN IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE TransitionKey = TRANS_StandInjured End TransitionState = TRANS_Stand TRANS_StandInjured Animation = UIHERO_SKL.UIHERO_ISTAHIT AnimationMode = ONCE End ; --- attack ConditionState = FIRING_A Animation = UIHERO_SKL.UIHERO_ATA AnimationMode = ONCE TransitionKey = TRANS_FiringA AnimationSpeedFactorRange = 1.5 1.5 End ConditionState = BETWEEN_FIRING_SHOTS_A Animation = UIHERO_SKL.UIHERO_ATA AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = RELOADING_A ConditionState = FIRING_A REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IATA2 AnimationMode = ONCE TransitionKey = TRANS_FiringAInjured AnimationSpeedFactorRange = 1.5 1.5 End ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IATA2 AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringAInjured End AliasConditionState = RELOADING_A REALLYDAMAGED TransitionState = TRANS_FiringA TRANS_FiringAInjured Animation = UIHERO_SKL.UIHERO_IATAHIT AnimationMode = ONCE End ; --- attack with sniper vehicle kill weapon ConditionState = FIRING_B Animation = UIHERO_SKL.UIHERO_ATA AnimationMode = ONCE TransitionKey = TRANS_FiringB AnimationSpeedFactorRange = 1.5 1.5 End AliasConditionState = FIRING_C ConditionState = BETWEEN_FIRING_SHOTS_B Animation = UIHERO_SKL.UIHERO_ATA AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringB End AliasConditionState = RELOADING_B AliasConditionState = BETWEEN_FIRING_SHOTS_C AliasConditionState = RELOADING_C ConditionState = FIRING_B REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IATA2 AnimationMode = ONCE TransitionKey = TRANS_FiringAInjuredB AnimationSpeedFactorRange = 1.5 1.5 End AliasConditionState = FIRING_C REALLYDAMAGED ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IATA2 AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringAInjuredB End AliasConditionState = RELOADING_B REALLYDAMAGED AliasConditionState = BETWEEN_FIRING_SHOTS_C REALLYDAMAGED AliasConditionState = RELOADING_C REALLYDAMAGED TransitionState = TRANS_FiringB TRANS_FiringAInjuredB Animation = UIHERO_SKL.UIHERO_IATAHIT AnimationMode = ONCE End ; --- moving ConditionState = MOVING Animation = UIHERO_SKL.UIHERO_RNA2 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ConditionState = MOVING REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IRNA 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING FIRING_A REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = MOVING RELOADING_A REALLYDAMAGED ; --- cheering ConditionState = SPECIAL_CHEERING Animation = UIHERO_SKL.UIHERO_CHA AnimationMode = LOOP End ConditionState = SPECIAL_CHEERING REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_ICHA AnimationMode = LOOP End ; --- dying ConditionState = DYING Animation = UIHERO_SKL.UIHERO_DTA Animation = UIHERO_SKL.UIHERO_DTB Animation = UIHERO_SKL.UIHERO_IDTA Animation = UIHERO_SKL.UIHERO_IDTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIHERO_SKL.UIHERO_ADTG21 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIHERO_SKL.UIHERO_ADTG22 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIHERO_SKL.UIHERO_ADTG23 AnimationMode = ONCE TransitionKey = None End ; --- falling ConditionState = FREEFALL Animation = UIHERO_SKL.UIHERO_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = UIHERO_SKL.UIHERO_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = UIHERO_SKL.UIHERO_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = UIHERO_SKL.UIHERO_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Animation = UIHERO_SKL.UIHERO_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:JarmenKell Side = ChinaSpecialWeaponsGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) MaxSimultaneousOfType = 1 MaxSimultaneousLinkKey = Jarmen WeaponSet Conditions = None Weapon = PRIMARY GLAJarmenKellRifle Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle Weapon = TERTIARY GLAJarmenKellHelicopterPilotSniperRifle AutoChooseSources = SECONDARY NONE AutoChooseSources = TERTIARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY GLAJarmenKellRifle Weapon = SECONDARY GLAJarmenKellKVSKVehiclePilotSniperRifle Weapon = TERTIARY GLAJarmenKellHelicopterPilotSniperRifle AutoChooseSources = SECONDARY NONE AutoChooseSources = TERTIARY NONE End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 400 ShroudClearingRange = 400 Prerequisites Object = Spec_ChinaBarracks End BuildCost = 1500 BuildTime = 10.0 ;in seconds ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Spec_GLAInfantryJarmenKellCommandSet ; *** AUDIO Parameters *** VoiceSelect = DemoKellVoiceSelect VoiceMove = JarmenKellVoiceMove VoiceGuard = JarmenKellVoiceMove VoiceAttack = JarmenKellVoiceAttack VoiceFear = JarmenKellVoiceFear SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceCreate = DemoKellVoiceCreate VoiceSnipePilot = JarmenKellVoiceSnipe VoiceGarrison = JarmenKellVoiceGarrison VoiceEnter = JarmenKellVoiceMove VoiceEnterHostile = JarmenKellVoiceMove VoiceGetHealed = JarmenKellVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL JarmenKellLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SpecialAbility ModuleTag_Power01 SpecialPowerTemplate = SpecialAbilityKellDisableBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = SpecialAbilityUpdate ModuleTag_Power02 SpecialPowerTemplate = SpecialAbilityKellDisableBuilding StartAbilityRange = 225.0 UnpackTime = 1000 PackTime = 0 PreparationTime = 1 PersistentPrepTime = 1 EffectDuration = 20000 UnpackSound = JarmenKellVoiceSnipe PrepSoundLoop = JarmenKellKVSKWeaponSnipe End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_Power03 SpecialPowerTemplate = SpecialAbilityKellDisableBuilding TriggeredBy = Upgrade_GLAKellBetterRifle End Behavior = StealthUpdate ModuleTag_06 StealthDelay = 2000 ; msec StealthForbiddenConditions = ATTACKING InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes EnemyDetectionEvaEvent = EnemyJarmenKellDetected OwnDetectionEvaEvent = OwnJarmenKellDetected End Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit. End Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPBullets End ;Hero units can't be squished! ;Behavior = SquishCollide ModuleTag_09 ; ;nothing ;End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_14 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_18 SpecialPowerTemplate = Demo_SpecialAbilityKellRemoteCharges UpdateModuleStartsAttack = Yes InitiateSound = DemoKellVoiceAttackDemo End Behavior = SpecialAbilityUpdate ModuleTag_19 SpecialPowerTemplate = Demo_SpecialAbilityKellRemoteCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = RemoteC4Charge MaxSpecialObjects = 8 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization. SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge PackTime = 0 SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges. FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = ColonelBurtonPlantCharge LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 5000 ; in milliseconds End Behavior = SpecialAbility ModuleTag_20 SpecialPowerTemplate = Demo_SpecialAbilityDemoKellTimedCharges UpdateModuleStartsAttack = Yes InitiateSound = DemoKellVoiceAttackDemo End Behavior = SpecialAbilityUpdate ModuleTag_11 SpecialPowerTemplate = Demo_SpecialAbilityDemoKellTimedCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = TimedC4Charge MaxSpecialObjects = 10 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = DemoKellVoiceAttackDemo LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 5000 ; in milliseconds End Behavior = WeaponSetUpgrade ModuleTag_agaffel TriggeredBy = Upgrade_GLAKellBetterRifle End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End
and this error report:
Release Crash at Thu Sep 25 09:13:50 2008
; Reason Error parsing INI file 'Data\INI\CommandButton.ini' (Line: 'CommandButton Spec_Command_ConstructGLAInfantryJarmenKell')
Last error:
Current stack:
is somebody can help me pliz..
Edited by jend_maggot, 25 September 2008 - 02:36.
Ion Cannon!
25 Sep 2008
I've not modded ZH for ages, but does the commandbutton not need an end tag? I may be wrong, but you can try it anyway.
jend_maggot
25 Sep 2008
arrgghh i don't see it.. :stikattack2:
btw thank's for your help :crazydance:
but my barrack error now...
Release Crash at Thu Sep 25 09:51:48 2008
; Reason Error parsing INI file 'Data\INI\CommandSet.ini' (Line: 'CommandSet Spec_ChinaBarracksCommandSet ')
Last error:
Current stack:
Edited by jend_maggot, 25 September 2008 - 03:01.
btw thank's for your help :crazydance:
but my barrack error now...
Release Crash at Thu Sep 25 09:51:48 2008
; Reason Error parsing INI file 'Data\INI\CommandSet.ini' (Line: 'CommandSet Spec_ChinaBarracksCommandSet ')
Last error:
Current stack:
Edited by jend_maggot, 25 September 2008 - 03:01.
Ion Cannon!
25 Sep 2008
On your commandset for the barracks, you haven't capitalised some parts. So it treats it as an invalid command button. To avoid it in future, copy your commandbutton name, then paste it.
IE this - 7 = Spec_command_constructGLAInfantryJarmenKell
Should be - 7 = Spec_Command_ConstructGLAInfantryJarmenKell
:Command buttons MUST be identical to the entry in the commandset.
Edited by Insomniac!, 25 September 2008 - 11:45.
IE this - 7 = Spec_command_constructGLAInfantryJarmenKell
Should be - 7 = Spec_Command_ConstructGLAInfantryJarmenKell
:Command buttons MUST be identical to the entry in the commandset.
Edited by Insomniac!, 25 September 2008 - 11:45.
moetah
26 Sep 2008
Ok I think i don't understand it very well. Can you explain me how to change an attack type by using .ini? The thing I do is opening the files to edit something for the entire game and not for any map. And then save it in the INI map of Zero Hour. But this is obviously wrong.
Zeke
26 Sep 2008
all weapons are defined in weapons.ini
the map .ini is only for editing the map and map conditions, not the whole game
Edited by Zeke, 26 September 2008 - 09:07.
the map .ini is only for editing the map and map conditions, not the whole game
Edited by Zeke, 26 September 2008 - 09:07.
moetah
02 Oct 2008
Ok i've tried a lot but i still dont get it:(. Could anyone explain me exactly how i can make a gattling tank fire comanche rockets? Sorry if i'm annoying.
Zeke
02 Oct 2008
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Weapon GattlingTankGun
PrimaryDamage = 50.0 ; damage, duh
PrimaryDamageRadius = 5.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 150.0 ; range
DamageType = JET_MISSILE; damage type
DeathType = EXPLODED ; death type, how they die
WeaponSpeed = 300 ; speed of projectile, missiles don't really need this because they have locomoters
ProjectileObject = ComancheAntiTankMissile ; the missile used
FireFX = WeaponFX_GattlingTankMachineGunFire ; fire FX
VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers ; HEROIC Fire FX
FireSound = ComancheMissileWeapon ; fire sound
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; what the weapon can hit
DelayBetweenShots = 400 ; time between shots in a clip, msec
ClipSize = 0 ; how many shots in a Clip (0 = infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ContinuousFireOne = 2; How many shots before getting "CONTINUOUS_FIRE_MEAN RATE_OF_FIRE" bonus
ContinuousFireTwo = 6; How many shots before getting "CONTINUOUS_FIRE_FAST RATE_OF_FIRE" bonus
ContinuousFireCoast = 1000; msec we can coast without firing before we lose Continuous Fire
WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200%; rate of fire increased by what "%"
WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300%; ditto
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%; ChainGun upgrade
AntiAirborneVehicle = No; ground weapon can't hit air
AntiAirborneInfantry = No; nor flying infantry
AntiGround = Yes; self explanatory
End
codes plus some explanation
Edited by Zeke, 02 October 2008 - 17:50.
;------------------------------------------------------------------------------
Weapon GattlingTankGun
PrimaryDamage = 50.0 ; damage, duh
PrimaryDamageRadius = 5.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 150.0 ; range
DamageType = JET_MISSILE; damage type
DeathType = EXPLODED ; death type, how they die
WeaponSpeed = 300 ; speed of projectile, missiles don't really need this because they have locomoters
ProjectileObject = ComancheAntiTankMissile ; the missile used
FireFX = WeaponFX_GattlingTankMachineGunFire ; fire FX
VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers ; HEROIC Fire FX
FireSound = ComancheMissileWeapon ; fire sound
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; what the weapon can hit
DelayBetweenShots = 400 ; time between shots in a clip, msec
ClipSize = 0 ; how many shots in a Clip (0 = infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ContinuousFireOne = 2; How many shots before getting "CONTINUOUS_FIRE_MEAN RATE_OF_FIRE" bonus
ContinuousFireTwo = 6; How many shots before getting "CONTINUOUS_FIRE_FAST RATE_OF_FIRE" bonus
ContinuousFireCoast = 1000; msec we can coast without firing before we lose Continuous Fire
WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200%; rate of fire increased by what "%"
WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300%; ditto
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%; ChainGun upgrade
AntiAirborneVehicle = No; ground weapon can't hit air
AntiAirborneInfantry = No; nor flying infantry
AntiGround = Yes; self explanatory
End
codes plus some explanation
Edited by Zeke, 02 October 2008 - 17:50.
moetah
05 Oct 2008
Ok thanks for the help but could you also explain me how and what i should open and how and where i got to save it? It seems that i'm doing that wrong. Thanks for all your help btw, i know i'm annoying:P
Zeke
05 Oct 2008
1. Get finalbig
2. Open INIZH.big and extract the contents into your main ZH directory.
3. In your main ZH directory there now should be a data/INI folder where all the INIs are located
4. Open weapon.INI with a text editor like notepad (but I recommend notepad++)
5. Replace the original gattling tank weapon with the one I posted (they should have the same name).
6. save your work then exit
7. open ZH and play
2. Open INIZH.big and extract the contents into your main ZH directory.
3. In your main ZH directory there now should be a data/INI folder where all the INIs are located
4. Open weapon.INI with a text editor like notepad (but I recommend notepad++)
5. Replace the original gattling tank weapon with the one I posted (they should have the same name).
6. save your work then exit
7. open ZH and play