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Modding TDR


Vancer2

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I modded my game using copy and paste commands :] For example The BlkHand Raptor is now the A10 All I did was open the Ini file with Final big and highlighed these lines

 

Note:Backup your files so if you mess up you can copy and paste your original .ini file with the one that has the error as the editor has no undo button.

 

Draw                  = W3DModelDraw ModuleTag_01

    ExtraPublicBone = Muzzle01

    ExtraPublicBone = WeaponA01

    ExtraPublicBone = WeaponA02

    ExtraPublicBone = WeaponA03

    ExtraPublicBone = WeaponA04

    ExtraPublicBone = WeaponA05

    ExtraPublicBone = WeaponA06

    DefaultConditionState

      Model              = TVWARTHOG

      WeaponFireFXBone = PRIMARY Muzzle

      WeaponLaunchBone = PRIMARY Muzzle

      WeaponMuzzleFlash = PRIMARY TURRETFX

      WeaponFireFXBone = SECONDARY WeaponA

      WeaponLaunchBone = SECONDARY WeaponA

      ParticleSysBone    = Engine01 AfterburnerHeat

      ParticleSysBone    = Engine02 AfterburnerHeat

      HideSubObject      = BURNERFX01 BURNERFX02

    End

 

    ConditionState        = JETEXHAUST

      ; exhaust

      ParticleSysBone    = Wingtip01 JetContrail

      ParticleSysBone    = Wingtip02 JetContrail

      ParticleSysBone    = Engine01 AfterburnerHeat

      ParticleSysBone    = Engine02 AfterburnerHeat

      HideSubObject      = BURNERFX01 BURNERFX02

    End

 

    ConditionState        = JETEXHAUST JETAFTERBURNER

      ; exhaust

      ParticleSysBone    = Wingtip01 JetContrail

      ParticleSysBone    = Wingtip02 JetContrail

      ; afterburner

      ParticleSysBone    = Engine01 JetLenzflare

      ParticleSysBone    = Engine02 JetLenzflare

      ParticleSysBone    = Engine01 AfterburnerHeat

      ParticleSysBone    = Engine02 AfterburnerHeat

      ShowSubObject      = BURNERFX01 BURNERFX02

    End

 

    ConditionState        = REALLYDAMAGED

      Model              = TVWARTHOG_D

      ; damage

      ParticleSysBone    = Smoke01 JetSmoke

      ParticleSysBone    = Engine02 JetEngineDamagedSmoke

      ParticleSysBone    = Engine01 AfterburnerHeat

      ParticleSysBone    = Engine02 AfterburnerHeat

      HideSubObject      = BURNERFX01 BURNERFX02

    End

   

    ConditionState        = REALLYDAMAGED JETEXHAUST

      Model              = TVWARTHOG_D

      ; damage

      ParticleSysBone    = Smoke01 JetSmoke

      ParticleSysBone    = Engine02 JetEngineDamagedSmoke

      ; exhaust

      ParticleSysBone    = Wingtip01 JetContrail

      ParticleSysBone    = Wingtip02 JetContrail

      ParticleSysBone    = Engine01 AfterburnerHeat

      ParticleSysBone    = Engine02 AfterburnerHeat

      HideSubObject      = BURNERFX01 BURNERFX02

    End

 

    ConditionState        = REALLYDAMAGED JETEXHAUST JETAFTERBURNER

      Model              = TVWARTHOG_D

      ; damage

      ParticleSysBone    = Smoke01 JetSmoke

      ParticleSysBone    = Engine02 JetEngineDamagedSmoke

      ; afterburner

      ParticleSysBone    = Engine01 JetLenzflare

      ParticleSysBone    = Engine02 JetLenzflare

      ; exhaust

      ParticleSysBone    = Wingtip01 JetContrail

      ParticleSysBone    = Wingtip02 JetContrail

      ParticleSysBone    = Engine01 AfterburnerHeat

      ParticleSysBone    = Engine02 AfterburnerHeat

      ShowSubObject      = BURNERFX01 BURNERFX02

    End

 

    ConditionState        = RUBBLE

      Model              = TVWARTHOG_D

      HideSubObject      = BURNERFX01 BURNERFX02

    End

 

    ConditionState        = RUBBLE JETEXHAUST JETAFTERBURNER

      Model              = TVWARTHOG_D

      ;HideSubObject is needed cause there're inherited from default condition state     

      HideSubObject      = BURNERFX01 BURNERFX02

      ParticleSysBone    = Engine01 JetLenzflare

      ParticleSysBone    = Engine02 JetLenzflare

      ; exhaust

      ParticleSysBone    = Wingtip01 JetContrail

      ParticleSysBone    = Wingtip02 JetContrail

      ParticleSysBone    = Engine01 AfterburnerHeat

      ParticleSysBone    = Engine02 AfterburnerHeat

    End

 

    OkToChangeModelColor = Yes

  End

 

 

 

Highligh starting from draw all the way down and stop at the *******DESIGN PARAMETERS********* click ctrl C and you cant left click and click copy.

 

Now we go to The Black Hand Raptor Section of BlkHndAir.ini and we highlight starting with Draw in the section underneath the Upgrade Cameos

 

and highlight down to the line "OKtoChangeModelColor=Yes and highlight the word end under the line I OkToChangeModelColor. Now while this text is highlight hold control and press V this will paste the lines from the A10 Warthog I discussed earlier. Now go back to the A10 Warthog in TalonAir.ini and go to the weapon section in ******DESIGNPARAMETERS******  Highlight the following text

 

WeaponSet

    Conditions          = None

    ; -----

    Weapon              = PRIMARY    A10WarthogVulcanCannon

    PreferredAgainst    = PRIMARY    INFANTRY

    AutoChooseSources  = PRIMARY    FROM_PLAYER FROM_SCRIPT FROM_AI

    ; -----

    Weapon              = SECONDARY  A10JetMissileWeapon

    PreferredAgainst    = SECONDARY  VEHICLE STRUCTURE

    AutoChooseSources  = SECONDARY  FROM_PLAYER FROM_SCRIPT FROM_AI

    ; -----

    Weapon              = TERTIARY    NONE

  End

Then  go to the Weapon Section of the Raptor in the BlkHndAir.ini and highlight this text

WeaponSet

    Conditions          = None

    ; -----

    Weapon              = PRIMARY    GenericJetMissileWeapon

    PreferredAgainst    = PRIMARY    VEHICLE STRUCTURE

    AutoChooseSources  = PRIMARY    FROM_PLAYER FROM_SCRIPT FROM_AI

    ; -----

    Weapon              = SECONDARY  GenericJetMachineGun

    PreferredAgainst    = SECONDARY  INFANTRY

    AutoChooseSources  = SECONDARY  FROM_PLAYER FROM_SCRIPT FROM_AI

    ; -----

    Weapon              = TERTIARY    NONE

  End

 

Now hold Control and press V to replace this text with the weapon text we copied from the A10 Section of TalonAir.

Save the .ini and play the game.

Note the icon you click on to build the unit will still have the raptor Icon. But Instead of a Raptor you have a cool A10 :D

 

 

 

 

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Ok to Change the Icon you have to go into the 00_CCTDRDXINI.big using Final Big editor

Ok go to the file name Data\Ini\MappedImages\HandCreated\HandCreatedMappedImages.INI

Right click and find the TDNRaptor

You should see this text

 

MappedImage TDNRaptor

  Texture = NRaptor.tga

  TextureWidth = 200

  TextureHeight = 161

  Coords = Left:1 Top:1 Right:199 Bottom:160

  Status = NONE

End

 

Now Replace the line

Texture = NRaptor.tga  with WarthogCameo.tga

Save it. (be Sure to backup your files :])

Now when you play as the Black Hand you should have the Raptor's Cameo as the the A10 Warthogs Cameo

Note: The Description will still be that of the Nod Raptor's As I have yet to get this done. :] Good Luck and happy Tank destroying.

Untill Next Time this is Vancer2 signing off

Over and Out!

 

 

 

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Thank you Sgtmyers.

 

Today I will show you how to change the Adv. Mammoth Tank to the GDI Mammoth Tank. :D This will follow the same steps that I used to show you how to change the Raptor into the A10 Got you Control C and V fingers ready ^.^ good cus here we go.

 

NOTE:Always backup your files. Im not responsible for anything you choose not to do. Backup is highly recommended. I know because I have had to reinstall to get a fresh .ini file :] (I have 30 different CCTDRXINI.ini files ^.^)

 

Now that you backed up your files (I'm serious go back them up If you haven't Final Big Editor DOES NOT have an undo command.

 

First go to the GDIVehicle.INI section in the .ini file 00_CCTDRXINI.big Right click inside the window with all the text and click on the GDIMammothTank. Scroll until you see these lines:

 

Draw = W3DTankDraw ModuleTag_01

 

    ConditionState        = NONE

      Model              = RENMAMMOTHTANK

      Turret              = TURRET

      WeaponFireFXBone    = PRIMARY Muzzle

      WeaponRecoilBone    = PRIMARY BARREL

      WeaponMuzzleFlash  = PRIMARY TURRETFX

      WeaponLaunchBone =  PRIMARY Muzzle

      WeaponFireFXBone    = SECONDARY MISSILEFX

      ;WeaponMuzzleFlash  = SECONDARY MISSILEFX

      ;WeaponRecoilBone    = SECONDARY MISSILEFX

      WeaponLaunchBone = SECONDARY MISSILEFX

      ;HideSubObject    = TURRETFX01 TURRETFX02

    End

 

    ConditionState        = ENEMYNEAR

      Model              = RENMAMMOTHTANK

      Turret              = TURRET

      WeaponFireFXBone    = PRIMARY Muzzle

      WeaponRecoilBone    = PRIMARY BARREL

      WeaponMuzzleFlash  = PRIMARY TURRETFX

      WeaponLaunchBone =  PRIMARY Muzzle

      WeaponFireFXBone    = SECONDARY MISSILEFX

      ;WeaponMuzzleFlash  = SECONDARY MISSILEFX

      ;WeaponRecoilBone    = SECONDARY MISSILEFX

      WeaponLaunchBone = SECONDARY MISSILEFX

      HideSubObject    = Headlight01 Headlight02

    End

   

    ConditionState        = REALLYDAMAGED

      Model              = RENMAMOTHTNK_D

      Turret              = TURRET

      WeaponFireFXBone    = PRIMARY Muzzle

      WeaponRecoilBone    = PRIMARY BARREL

      WeaponMuzzleFlash  = PRIMARY TURRETFX

      WeaponLaunchBone =  PRIMARY Muzzle

      WeaponFireFXBone    = SECONDARY MISSILEFX

      ;WeaponMuzzleFlash  = SECONDARY MISSILEFX

      ;WeaponRecoilBone    = SECONDARY MISSILEFX

      WeaponLaunchBone = SECONDARY MISSILEFX

      ;HideSubObject    = TURRETFX01 TURRETFX02

    End   

    ConditionState        = RUBBLE

      Model              = RENMAMOTHTNK_D

      Turret              = TURRET

      WeaponFireFXBone    = PRIMARY Muzzle

      WeaponRecoilBone    = PRIMARY BARREL

      WeaponMuzzleFlash  = PRIMARY TURRETFX

      WeaponLaunchBone =  PRIMARY Muzzle

      WeaponFireFXBone    = SECONDARY MISSILEFX 

      ;WeaponMuzzleFlash  = SECONDARY MISSILEFX

      ;WeaponRecoilBone    = SECONDARY MISSILEFX

      WeaponLaunchBone = SECONDARY MISSILEFX

      ;HideSubObject    = TURRETFX01 TURRETFX02

    End

 

    TrackMarks          = EXTnkTrack.tga

    TreadDebrisLeft        = SentryDroneTrackDebrisDirtLeft

    TreadDebrisRight        = SentryDroneTrackDebrisDirtRight

    OkToChangeModelColor = Yes

    TreadAnimationRate = 2.0;  amount of tread texture to move per second

    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.

    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.

  End

 

;------TANK WHEELS!----------------------------

 

  Draw = W3DTruckDraw ModuleTag_WheelsDraw01

 

    AttachToBoneInAnotherModule = CHASSIS

    OkToChangeModelColor = Yes

    ParticlesAttachedToAnimatedBones = Yes

 

    DefaultConditionState

      Model = RENMAMOTHTNK_W1

    End

 

    ConditionState = REALLYDAMAGED

      Model = RENMMOTHTNK_W1D

    End

 

    ; These parameters are only used if the model has a separate suspension,

    ; and the locomotor has HasSuspension = Yes.

 

    RightFrontTireBone = TIRE01

    LeftFrontTireBone = TIRE02

    MidRightFrontTireBone = TIRE03

    MidLeftFrontTireBone = TIRE04

    ;------------------------------

    MidRightMidTireBone = TIRE05

    MidLeftMidTireBone = TIRE06

    ;------------------------------

    ;MidLeftRearTireBone = NULL

    ;MidRightRearTireBone = NULL

    ;RightRearTireBone = NULL

    ;LeftRearTireBone = NULL

 

    TireRotationMultiplier = 0.5 ; this * speed = rotation.

 

  End

 

  Draw = W3DTruckDraw ModuleTag_WheelsDraw02

 

    AttachToBoneInAnotherModule = CHASSIS

    OkToChangeModelColor = Yes

    ParticlesAttachedToAnimatedBones = Yes

 

    DefaultConditionState

      Model = RENMAMOTHTNK_W2

    End

 

    ConditionState = REALLYDAMAGED

      Model = RENMMOTHTNK_W2D

    End

 

    ; These parameters are only used if the model has a separate suspension,

    ; and the locomotor has HasSuspension = Yes.

 

    RightFrontTireBone = TIRE07

    LeftFrontTireBone = TIRE08

    MidRightFrontTireBone = TIRE09

    MidLeftFrontTireBone = TIRE10

    ;------------------------------

    MidRightMidTireBone = TIRE11

    MidLeftMidTireBone = TIRE12

    ;------------------------------

    ;MidLeftRearTireBone = NULL

    ;MidRightRearTireBone = NULL

    ;RightRearTireBone = NULL

    ;LeftRearTireBone = NULL

 

    TireRotationMultiplier = 0.5 ; this * speed = rotation.

 

  End

 

;------BUG FIX FOR THE SNOW DUST EFFECT----------------------------

 

  Draw = W3DModelDraw ModuleTag_SnowDustFX

 

    DefaultConditionState

      Model = NULL

    End

 

    ConditionState = MOVING

      Model = NULL

    End

 

    ConditionState = SNOW

      Model = NULL

    End

 

    ConditionState = SNOW MOVING

      Model = NULL

      ParticleSysBone = TREADFX01 GenericSnowDust

      ParticleSysBone = TREADFX02 GenericSnowDust

    End

  End

 

 

Ready Highlight that section and press Control C :D exciting isn't it. :S

Now go to the TalonVehicle.ini section. Right click and go to the AdvMammothTank

Scroll until you find these lines:

 

Draw = W3DTankDraw ModuleTag_01

 

    ConditionState        = NONE

      Model              = RENADVMMTH

      Turret              = TURRET

      WeaponFireFXBone    = PRIMARY Muzzle

      WeaponRecoilBone    = PRIMARY BARREL

      WeaponMuzzleFlash  = PRIMARY TURRETFX

      WeaponLaunchBone =  PRIMARY Muzzle

      WeaponFireFXBone    = SECONDARY MISSILEFX

      ;WeaponMuzzleFlash  = SECONDARY MISSILEFX

      ;WeaponRecoilBone    = SECONDARY MISSILEFX

      WeaponLaunchBone = SECONDARY MISSILEFX

      ;HideSubObject    = TURRETFX01 TURRETFX02

    End

 

    ConditionState        = ENEMYNEAR

      Model              = RENADVMMTH

      Turret              = TURRET

      WeaponFireFXBone    = PRIMARY Muzzle

      WeaponRecoilBone    = PRIMARY BARREL

      WeaponMuzzleFlash  = PRIMARY TURRETFX

      WeaponLaunchBone =  PRIMARY Muzzle

      WeaponFireFXBone    = SECONDARY MISSILEFX

      ;WeaponMuzzleFlash  = SECONDARY MISSILEFX

      ;WeaponRecoilBone    = SECONDARY MISSILEFX

      WeaponLaunchBone = SECONDARY MISSILEFX

      HideSubObject    = Headlight01 Headlight02

    End

   

    ConditionState        = REALLYDAMAGED

      Model              = RENADVMMTH_D

      Turret              = TURRET

      WeaponFireFXBone    = PRIMARY Muzzle

      WeaponRecoilBone    = PRIMARY BARREL

      WeaponMuzzleFlash  = PRIMARY TURRETFX

      WeaponLaunchBone =  PRIMARY Muzzle

      WeaponFireFXBone    = SECONDARY MISSILEFX

      ;WeaponMuzzleFlash  = SECONDARY MISSILEFX

      ;WeaponRecoilBone    = SECONDARY MISSILEFX

      WeaponLaunchBone = SECONDARY MISSILEFX

      ;HideSubObject    = TURRETFX01 TURRETFX02

    End   

    ConditionState        = RUBBLE

      Model              = RENADVMMTH_D

      Turret              = TURRET

      WeaponFireFXBone    = PRIMARY Muzzle

      WeaponRecoilBone    = PRIMARY BARREL

      WeaponMuzzleFlash  = PRIMARY TURRETFX

      WeaponLaunchBone =  PRIMARY Muzzle

      WeaponFireFXBone    = SECONDARY MISSILEFX 

      ;WeaponMuzzleFlash  = SECONDARY MISSILEFX

      ;WeaponRecoilBone    = SECONDARY MISSILEFX

      WeaponLaunchBone = SECONDARY MISSILEFX

      ;HideSubObject    = TURRETFX01 TURRETFX02

    End

 

    TrackMarks          = EXTnkTrack.tga

    TreadDebrisLeft        = SentryDroneTrackDebrisDirtLeft

    TreadDebrisRight        = SentryDroneTrackDebrisDirtRight

    OkToChangeModelColor = Yes

    TreadAnimationRate = 2.0;  amount of tread texture to move per second

    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.

    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.

  End

 

;------TANK WHEELS!----------------------------

 

  Draw = W3DTruckDraw ModuleTag_WheelsDraw01

 

    AttachToBoneInAnotherModule = CHASSIS

    OkToChangeModelColor = Yes

    ParticlesAttachedToAnimatedBones = Yes

 

    DefaultConditionState

      Model = RENMAMOTHTNK_W1

    End

 

    ConditionState = REALLYDAMAGED

      Model = RENMMOTHTNK_W1D

    End

 

    ; These parameters are only used if the model has a separate suspension,

    ; and the locomotor has HasSuspension = Yes.

 

    RightFrontTireBone = TIRE01

    LeftFrontTireBone = TIRE02

    MidRightFrontTireBone = TIRE03

    MidLeftFrontTireBone = TIRE04

    ;------------------------------

    MidRightMidTireBone = TIRE05

    MidLeftMidTireBone = TIRE06

    ;------------------------------

    ;MidLeftRearTireBone = NULL

    ;MidRightRearTireBone = NULL

    ;RightRearTireBone = NULL

    ;LeftRearTireBone = NULL

 

    TireRotationMultiplier = 0.5 ; this * speed = rotation.

 

  End

 

  Draw = W3DTruckDraw ModuleTag_WheelsDraw02

 

    AttachToBoneInAnotherModule = CHASSIS

    OkToChangeModelColor = Yes

    ParticlesAttachedToAnimatedBones = Yes

 

    DefaultConditionState

      Model = RENMAMOTHTNK_W2

    End

 

    ConditionState = REALLYDAMAGED

      Model = RENMMOTHTNK_W2D

    End

 

    ; These parameters are only used if the model has a separate suspension,

    ; and the locomotor has HasSuspension = Yes.

 

    RightFrontTireBone = TIRE07

    LeftFrontTireBone = TIRE08

    MidRightFrontTireBone = TIRE09

    MidLeftFrontTireBone = TIRE10

    ;------------------------------

    MidRightMidTireBone = TIRE11

    MidLeftMidTireBone = TIRE12

    ;------------------------------

    ;MidLeftRearTireBone = NULL

    ;MidRightRearTireBone = NULL

    ;RightRearTireBone = NULL

    ;LeftRearTireBone = NULL

 

    TireRotationMultiplier = 0.5 ; this * speed = rotation.

 

  End

 

;------BUG FIX FOR THE SNOW DUST EFFECT----------------------------

 

  Draw = W3DModelDraw ModuleTag_SnowDustFX

 

    DefaultConditionState

      Model = NULL

    End

 

    ConditionState = MOVING

      Model = NULL

    End

 

    ConditionState = SNOW

      Model = NULL

    End

 

    ConditionState = SNOW MOVING

      Model = NULL

      ParticleSysBone = TREADFX01 GenericSnowDust

      ParticleSysBone = TREADFX02 GenericSnowDust

    End

  End

 

Now Highlight that section and press Control + V You should have copied the GDI Mammoth parts over the ones you highlighted. If you messed up or pressed the wrong key Close out and open your .ini file again. DO NOT SAVE and start back from the top. 

 

Now lets replace that Cameo Icon shall we? :D cus no one wants wrong information in the middle of a battle :]

 

Got it? Good, now go to the section called DATA\INI\MappedImages\HandCreated\HandCreatedMappedImages.ini (god do I hate typing that one.)

 

Right Click and go the TDAdvMammothTank It will be in the 3rd line of the right click menu at the bottom of the window that appears after highlighting it or you can do a search.

 

Now you should see something that looks like this:

 

MappedImage TDAdvMammothTank

  Texture = AdvancedMammothCameo.tga

  TextureWidth = 200

  TextureHeight = 161

  Coords = Left:1 Top:1 Right:199 Bottom:160

  Status = NONE

End

 

Replace the line Texture=AdvancedMammothCameo.tga with MammothTankCameo.tga Save and start TDR and Enjoy :] Your new Mammoth Tank  :mammoth: :mammoth: :mammoth: :mammoth: :mammoth: :mammoth: :mammoth: Next will be the Commando. Until next time this is Vancer2 signing off

Over and Out!

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Ok I know I said I was going to do the Commando But Today Im going to show you how to mod a Weapons Stats ^.^ I will be using the A10's Vulcan Gun as an example. As you know the A10's Gattling gun is not accurate like it is in the game. I will show you how to make it more realistic while keeping it equally balanced Start up Your Final Big Editor. Open up the 00_CCTDRXINI file and scroll down until you see weapon.ini click on that text should appear on the right part of the editor, right click on this window and scroll until you find A10WarthogVulcanCannon. The text you first see is not this weapon you have to scroll down a tiny bit because the A10's weapon name is on the bottom that appears after clicking the name. You should see some words and numbers. The .ini explains what some of the values mean and what they do. They are pretty self explanatory. As you can see this is the default values for this weapon:

 

Weapon A10WarthogVulcanCannon

  PrimaryDamage        = 25.0

  PrimaryDamageRadius  = 4.0      ; 0 primary radius means "hits only intended victim"

  AttackRange          = 400.0

  MinimumAttackRange    = 50.0

  DamageType            = ARMOR_PIERCING

  DeathType            = NORMAL

  WeaponSpeed          = 3000.0          ; dist/sec (huge value == effectively instant)

  ProjectileObject      = GenericMachineGunProjectile

  ProjectileDetonationFX = WeaponFX_NewGenericMachineGunImpacts2

  FireFX                = WeaponFX_Comanche20mmCannonFire

  FireSound            = ComancheGattlingWeapon

  RadiusDamageAffects  = ALLIES ENEMIES NEUTRALS

  DelayBetweenShots    = 30 ;500              ; time between shots, msec

  ClipSize              = 80                    ; how many shots in a Clip (0 == infinite)

  ClipReloadTime        = 18000              ; how long to reload a Clip, msec

  AntiAirborneVehicle  = Yes

  AntiAirborneInfantry  = Yes

  AntiGround            = Yes

  AutoReloadsClip      = RETURN_TO_BASE                ; must return to base to reload this weapon

  WeaponBonus          = PLAYER_UPGRADE DAMAGE 125% ; APBullets

End

 

If you dont know a real a10 is equipped with a GAU-8 Avenger which fires at about 4,200 rpm (rounds per minute) divided by 60 you get 70 rounds a second. Now for the accuracy the GAU-8 is rated at 80% accurate when fired at 4000 feet, this means that 80% of rounds fired will hit within a 20 foot radius. With these facts in hand I will show you how to emulate this deadly weapon.

 

Now I will show the above stats with what i have changed I have added the following line : ScatterRadius=10

 

Weapon A10WarthogVulcanCannon

  PrimaryDamage        = 45.0 Changed to 45 as the weapon will not hit as much so we have to compensate for the lowered ac.

  PrimaryDamageRadius  = 4.0      ; 0 primary radius means "hits only intended victim"

  ScatterRadius=10 <------- added because the weapon in very inaccurate

  ScaterRadiusVsInfantry  =15 <-- Added this line and 15 as it is harder to hit a smaller target 

  AttackRange          = 700.0  <-- changed to 700 as this weapon has very long range.

  MinimumAttackRange    = 50.0

  DamageType            = ARMOR_PIERCING

  DeathType            = NORMAL

  WeaponSpeed          = 3000.0          ; dist/sec (huge value == effectively instant)

  ProjectileObject      = GenericMachineGunProjectile

  ProjectileDetonationFX = WeaponFX_NewGenericMachineGunImpacts2

  FireFX                = WeaponFX_Comanche20mmCannonFire

  FireSound            = ComancheGattlingWeapon

  RadiusDamageAffects  = ALLIES ENEMIES NEUTRALS

  DelayBetweenShots    = 0  <--changed to 30 as this weapon has an ungodly rate of fire            ; time between shots, msec

  ClipSize              = 500  Changed the ammount of amm to 500 as this weapon carries 1,179 rounds                  ; how many shots in a Clip (0 == infinite)

  ClipReloadTime        = 18000              ; how long to reload a Clip, msec

  AntiAirborneVehicle  = Yes

  AntiAirborneInfantry  = Yes

  AntiGround            = Yes

  AutoReloadsClip      = RETURN_TO_BASE                ; must return to base to reload this weapon

  WeaponBonus          = PLAYER_UPGRADE DAMAGE 125% ; APBullets

End

 

There you have it. A weapon made powerful while still balanced :] enjoy

Until Next Time this is Vancer2 signing off

Over and Out!!

 

 

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  • 1 month later...

Ok I know its been a while since my last post but I had some help from Sgt Myers, But because its 1:21 am I will just tell you what i plan to do. I Will show you how to get a grenadier to be playable on nod and the black hand and flame troopers and chem troopers on gdi and talon. Then after that you can mix units to ur hearts content. After this I will try and help those with less advanced computers on how to increase gameplay fps by decreasing the amount of explosion particles ;D

 

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  • 11 months later...

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