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Full Version: Patching extra functionality into <gamemd.exe>
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Sorry for the double post Tongue

For the slave miner, I dont think anything is hardcoded, its all to do with Slaved= and Enslaves=
for the IFV, I can see references to the FV string in the exe file (2 of em) so I can probobly look there to un-hard code that.

I also see references to the following:
Animations:
sgrysmk1
fire3
psiwarn
smokey
dropland
caryland
xgrymed1
xgrymed2
xgrysml1
sqdg
v3takoff
v3trail
ring1
pulsball
metlarge
metsmall

Others (units etc):
cow
deso
harv
cabhut
tibtre* (* means some number after it insterted in the code)
tree* (* means some number after it insterted in the code)
galite
trucka
truckb

Big list of stuff: (for RMG?)
aban01
aban02
aban03
aban04
aban05
aban06
aban07
aban08
aban09
aban10
aban11
aban12
aban13
aban14
aban15
ca0001
ca0002
ca0003
ca0004
ca0005
ca0006
ca0007
ca0008
ca0009
ca0010
ca0011
ca0012
ca0013
ca0014
ca0015
ca0016
ca0017
ca0018
ca0019
ca0020
ca0021

another list:
civ1
civ2
civ3
pick
wini
car

another list:
city01
city02
city03
city04
city05
city06
city07
city08
city09
city10
city11
city12
city13
city14
city15
city16
city17
city18

yet another list:
civ1
civ2
civ3
pick
wini
bus
car

Which of these need un-hardcoding?
Definatly the reference to the IFV.
Dont know what else though.

My last contribution for this patch is probobly going to be un-hardcoding whichever of theese need un-hardcoding. (I suspect a fair few of these are unused or are left over from TS)

PD, if you know anything about unit health (e.g. where it is, where units get damaged etc) do let me know.
jonwil;date=May 5 2005, 10:03 AM Wrote:Big list of stuff: (for RMG?)
aban01
aban02
aban03
....

another list:
city01
city02
city03
....
[right][snapback]1100[/snapback][/right]
These 2 are indeed TS leftovers, and were for RMG as you suspected. In TS you could set random maps to have cities, and these are the buildings that could appear on them.
Does the RMG in TS or RA2 generate bridges? Specifically, bridges with bridge repair huts?

Currently, there is code in the game that is specifically hardcoded to compare the units name with "DESO" and "FV" (for the desloator and IFV).
As what will likely be the last thing I add before the new patch, I plan to add an IsDesolator= tag and an IsIFV= tag to units that, if set, indicates that whatever logic gets applied to the hard-coded unit names will also get applied to the unit with the flags set.
Also, the IFVTransformSound and VoiceIFVRepair keys, would there be any benifit to making them optionally per-unit (i.e. if set on a unit, they get used from there otherwise the global one gets used). Looking at rulesmd.ini and the game code, I get the impression the amswer is no but I want to be sure Smile
hello multiple IFVs! now you just need to figure out how to give them more weapons, with turret changing codes...

oh, and PD made the dominator into a blast type superweapon, so no need for you to make 1. however, theres still plenty of things that can't been done yet, so keep looking into your superweapons to make 1 that uses the weapon tag like you were interested in.
Implemented the IsIFV= tag and IsDesolator= tag.

So, this means that the following contributions from me will be in the next patch:
IsIFV=, IsDesolator=, new taunt code, train bridge code and the code to make powered units not go into tank bunkers.
Did we actually ascertain that there was a problem with powered units in Tank Bunkers then?

What are the details of the IsDesolator= tag? What does it do?
theres some topic on the deezire forums debating what it actually does.
ImmuneToRadiation
aparantly, its to allow him to fire when deployed.

IFVs will be awsome, and i think the PoweredUnit= tag is for future work to get hover units entering. wouldn't want powered units to de-activate while in a tank bunker now would you?
The problem is that if you put a powered unit into a tank bunker and the power for the units goes out, the powered unit will become stuck (which means that as long as the power is down, that tank bunker is useless)

There is code in the game hardcoded to look for the DESO name.
Anything with IsDesolator=Yes will now trip that same code (i.e. as though it was called DESO)
ah, also, does the game default to those tags being on on those units? because theres no point in adding the tag if its going the "Break" the game unless you edit it to include tags. (IsDesolator= on DESO and IsIFV= on FV)

PD still needs to fix his rad beams hack, chrono beams are still house colour, he fixed rad beams, but they used to be house colour too.
The game will still recognize [FV] and [DESO] like it always has.
good, status page updated again. maybe you should take a look, make sure what i did is accurate.
And what will happen if I set [DESO]IsDesolator=no? Will he still trip that code?
hmmm, good question...

i assume not, but it depends if jonwil wrote to turn it off, its likely it will still trip it...
fire3 - I believe this is called by sparky=yes and is the reason using this causes an internal error (the animation is not actually present in the game rules).

psiwarn - Hard coded to play at the location a Nuke superweapon (and only the nuke) is targeted. Has logic attached that makes an animation only play when in the radius of a psychic sensor by default. Would be nice to be able to set the animation AND have it play at the target of any delayed superweapon (WS, NUKE and PD?)

smokey

dropland - Animation to play when an aircraft Dropship=yes lands?

caryland - Animation to play when an aircraft Carryall=yes lands?

metlarge - These two are called by the Meteor storm triggers which cause IE's if these anims are not present.
metsmall

Others (units etc):

cow - Hard coded to wander around at random, would be nice to un hardcode

cabhut - RMG requirement perhaps?

galite - RMG again perhaps from TS where was used if night time map.

trucka - A script in a map makes this turn into truckb

truckb - and another script makes this turn back into trucka

Which of these need un-hardcoding?
Definatly the reference to the IFV.
Dont know what else though.

I'd also unhardcode the IFVRepairVoice and set it per unit, since its used when an IFV has a repair weapon and would differ between sides.
It wont strip it.
i.e., [FV] will always be an IFV and [DESO] will always be a desolator.

The status page doesnt mention the tank bunker change.

Will look for more things to un-hard-code for ther next patch.