Quote:
|
1) First off, I'm trying to add the DeathExplosion option to other buildings besides the Nuclear Reactor/Silo. I found the code that instructs the game to cause the same reaction, and I've inserted it properly in the desired buildings. My issue is that I want to modify the strength of the Nuclear Warhead [NukePayload]* without making the building death any worse than the original NukePayload. How do I create a [NukePayload2]? I know the values that I want, I just don't know how to add a special action without creating a whole superweapon to go with it. (NPatch's guide only offers instructions on how to duplicate an entire superweapon)
|
The early part is pretty simple actually. Just use DeathWeaponDamageModifier=float.
Quote:
|
2) My second question is, what are other relevant INI files besides Rulesmd? Which INI deal with units and their attributes?
|
Rules(md) is the core, since that defines all of the units, weapons, warheads, projectiles, movement zones, terrain objects, Tiberium types and their attributes along with tons of lists for definining animations to play, warheads to invoke at certain times, frequency of crates, crate goodie effects... Suffice to say, it contains just about everything the game processes engine wise.
Art(md) is all of the art paramemters and attributes. Everything in rules has an equivalent entry in the art file and if not, you're using Image or making a SUPAH INVISIBLE UNIT. Infantry sequences are also defined here, and those define how infantry animate and how the game determines what frames to use for, say, firing. Every animation from the [Animations] list will also be referenced here or you will get Internal Errors.
Sound(md) handles all sound effects for the game. Weapon sounds, ambient, unit voices, et al. If you have an entry in [SoundsList], have a full entry detailed later on.
Eva(md) controls the Eva announcements during the game.
AI(md) controls the AI and its unit creations. Subsequently, it is also the most underused file in RA2 modding, but it's quite the undertaking so save it for later. In any case, the AI file holds EVERYTHING the AI does, right down to the conditions that make it fire a trigger.
UI(md) controls the bottom bar. It's quite limited in moddability, but you can enable a few unused buttons in here. Kinda nice to add the Team III button.
mpmodes(md) defines all available game modes. Creating new ones is fairly simple and game mode INIs are basically mod maps without terrain information. Even still, modes are quite powerful since quite a lot can be done.
RA2(md).csf is the strings file. YOU HAVE TO EDIT THIS or you will see "MISSING NAME:SOMETHING". Save yourself some time and get RA2StrEdit.
I'm probably leaving something off but rules, art and sound will be the most heavily edited in any decent mod, unless you're me... then it's AI.
Quote:
|
3) Lastly, how could I extract or view files that are inside a completed XCC Mod? I've found a few on the internet, and I want to search through them to get some clues on how they added what they did, and how that kind of modding is done. I also want to be able to test some of their content in the mod that I am developing.
|
You can't peek into an EXE really or extract anything with it. Consider how you enable a mod... then go from there.