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Nyerguds' ini files


Myg

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Yo Nyer, would like the submit the following for your ini file set:

 

[Facing]

0=N

1=NE

2=E

3=SE

4=S

5=SW

6=W

7=NW

 

- The index, which is stored as a byte, is the actual value contained in the unit data that determins In which direction it will leave a cell and is facing when it has arrived in the destination cell. It also seems to determine which index in the selected animation file for each weapon to use. At first I thought "FLAME-N" was a bit off because it would always point north, but taken in context of this; it makes sense. I also tested out the value 8, which seems to signify a U-Turn of sorts, but I can't confirm it right now.

 

The [TurretFacing] Values are similiar to this, but use the values between 0-31; so I don't know exactly how to classify each one.

 

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uhh, as far as I know, the facings simply add to the animation index. so setting an animation to "FLAME-N" for something using facings would simply take the following indexes as next facings. There doesn't seem to be any other way to explain the logics.

 

Remember, the names of the animations are made by ME. Internally they're simply handled as indexes, and if you look at the Minigun, the graphic is really just  "MINIGUN" for all facings.

 

 

Overall, I don't really understand your explanation. which unit data is this, then?

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Concerning the animation names, take a look at this enum I contructed from one of the exe's:

 

public enum Effects

    {

        FBALL1,

        VEH_HIT2,

        FRAG1,

        FRAG3,

        VEH_HIT1,

        VEH_HIT2_,

        VEH_HIT3,

        ART_EXP1,

        NAPALM1,

        NAPALM2,

        NAPALM3,

        SMOKEY,

        PIFF,

        PIFFPIFF,

        FLAME_N,

        FLAME_NE,

        FLAME_E,

        FLAME_SE,

        FLAME_S,

        FLAME_SW,

        FLAME_W,

        FLAME_NW,

        CHEM_N,

        CHEM_NE,

        CHEM_E,

        CHEM_SE,

        CHEM_S,

        CHEM_SW,

        CHEM_W,

        CHEM_NW,

        FIRE3,

        FIRE2,

        FIRE1,

        FIRE4,

        GUNSITE,

        SMOKE_M,

        BURN_S,

        BURN_M,

        BURN_L,

        BURN_S1,

        BURN_M1,

        BURN_L1,

        SAMFIRE,

        SAMFIRE7,

        SAMFIRE6,

        SAMFIRE5,

        SAMFIRE4,

        SAMFIRE3,

        SAMFIRE2,

        SAMFIRE1,

        MINIGUN,

        MINIGUN7,

        MINIGUN6,

        MINIGUN5,

        MINIGUN4,

        MINIGUN3,

        MINIGUN2,

        MINIGUN1,

        SMOKLAND,

        IONSFX,

        ATOMSFX,

        DEVIATOR,

        DOLLAR,

        EARTH,

        EMPULSE,

        INVUN,

        MINE,

        RAPID,

        STEALTH2,

        MISSLE2,

        ARMORD,

        HEALTHD,

        LITENNGD,

        MORTARD,

        RADARD,

        TIMEQK2,

        UNCLOAKD,

        RELOAD,

        ATOMDOOR,

        MOVEFLSH,

        FLMSPT,

        TRIC,

        TREX,

        STEG,

        RAPT,

        CHEMBALL,

        TELEFX

    };

 

Look fimiliar? Your naming system is pretty accurate I must say.

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Constructed? How was this "constructed" then?

 

This is basically just the list of the SHPs linked to each animation. I'm just wondering what made you decide to put _ behind the second occurrence of VEH_HIT2, while putting numbers behind the MINIGUN, SAMFIRE and BURN_S / BURN_M / BURN_L ones.

 

 

Oh, and seeing as I generally don't play online, I've never really looked at these crash reports.

 

 

Really Myg, I just have no idea where you're going with this :|

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lulz,

 

I ain't trying to sell ya corn bro, just want you to add it to your ini files (if you want to), cause it seems your collecting a compendium of knowledge concerning the inner connectivity of the game bro and was thinking it might fill some gaps for ya :-)

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True, thats because its not part of a database of shps or other files, its a representation of an internal value used further inside the engine.

 

The N/NE/E is exactly what it means, it means the unit is currently facing that direction.

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