grasmanek94 Master Cheater
Reputation: 0
Joined: 03 Jun 2008 Posts: 283 Location: The Netherlands
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Posted: Mon Oct 13, 2008 5:03 am Post subject: need help with editing a game with a very easy language... |
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THIS IS ABOUT DARK REIGN 2.
i want to make a mod that collectors eplode like juggernauts when clicking the self destruct button....
here's an example:
| Code: | ///////////////////////////////////////////////////////////////////////////////
//
// Copyright 1997-2000 Pandemic Studios
//
//
// UNIT DEFINITION
//
CreateObjectType("jda.unit.rover", "Unit")
{
GameObj()
{
ThinkInterval(1);
IdleTask("Tasks::UnitIdle");
Properties()
{
Add("Filter::Mechanical");
Add("Filter::Unit");
Add("Filter::JDA");
}
}
MapObj()
{
GodFile("JDA_ROVER.god");
TypeDisplay()
{
Image("jda_units_2.tga", 0, 64, 64, 64);
}
GenericFX()
{
Add("MapObj::Health::Low", "common.class.vehicle-health-low");
Add("MapObj::Death", "common.class.vehicle-death-small");
Add("MapObj::Armour::Damaged", "jda.armor.hit-small");
Add("MapObj::Armour::Lost", "jda.armor.lose-small");
Add("UnitObj::Engine", "common.class.largehover");
Add("Weapon::Fire", "jda.fx.rover.fire");
Add("Restore::Target::Process", "common.class.RestoreTargetProcesssmall");
Add("UnitObj::Blind", "common.class.BerzerkProcesssmall");
}
PhysicsModel("Hover");
TractionType("traction_hover");
ArmourClass("armor_vehicle");
HitPoints(100);
Armour(100);
ArmourRegenInterval(10);
}
UnitObj()
{
CommandCost(3);
TurnSpeed(540);
SeeingRange(81);
NightModifier(89%);
Constructor("jda.building.motorpool1");
ConstructionTime(30);
DrivingStyle("Hover");
TopSpeed(40);
ResourceCost(400);
Weapon("jda.weapon.rover");
Prereqs()
{
Add("jda.building.motorpool1");
}
}
}
//
// WEAPON DEFINITION
//
CreateWeaponType("jda.weapon.rover")
{
Style("Projectile");
MaxRange(56);
HorizAngle(90);
HorizSeparation(30);
VertAngle(90);
VertSeparation(45);
LeadAngle(1);
Damage()
{
Amount(6);
Effective("armor_infantry", 100%);
Effective("armor_vehicle", 100%);
Effective("armor_structure", 83%);
Effective("armor_flyer", 0%);
Effective("armor_naval", 83%);
Effective("armor_mine", 100%);
}
Delay(0.4);
Speed(300);
Projectile("jda.proj.rover");
FirePoints()
{
Add("HP-FIRE");
}
}
//
// PROJECTILE DEFINITION
//
CreateObjectType("jda.proj.rover", "Projectile")
{
MapObj()
{
Mesh();
GenericFX()
{
Add("ProjectileObj::Trail", "jda.fx.rover.proj");
Add("ProjectileObj::Hit", "jda.fx.rover.exp");
}
}
ProjectileObj()
{
ProjectileModel("StraightTrajectory");
}
}
//
// WEAPON EFFECT
//
CreateEffectType("jda.fx.rover.fire")
{
Sound()
{
File("JDA_weap_Rover.WAV");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles();
// {
// Add(1)
// {
// Particle("jda.fx.rover.fire-flare");
// Point("HP-FIRE");
// }
// Add(3)
// {
// Particle("jda.fx.rover.fire-smoke");
// VelocityPosition(0.1, 0.1, 0.1);
// Random(1.0, 1.0, 1.0);
// Point("HP-FIRE");
// }
// }
}
//
// PROJECTILE EFFECT
//
CreateEffectType("jda.fx.rover.proj")
{
Sound();
Particles()
{
Add()
{
Particle("jda.fx.rover.proj-flare");
SingleParticle(1);
Destroy(1);
}
Add()
{
Particle("jda.fx.rover.proj-smoke");
SingleParticle(1);
Destroy(1);
}
}
}
//
// PROJECTILE EXPLOSION EFFECT
//
CreateEffectType("jda.fx.rover.exp")
{
Sound()
{
File("SM_ExploD.WAV");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles()
{
Add(1)
{
Particle("jda.fx.rover.exp-core");
}
Add(1)
{
Particle("jda.fx.rover.exp-glow");
}
// Add(5)
// {
// Particle("jda.fx.rover.exp-spark");
// VelocityPosition(15.0, 15.0, 15.0);
// Random(1.0, 1.0, 1.0);
// }
Add(3)
{
Particle("jda.fx.rover.exp-smoke");
VelocityPosition(1.0, 1.0, 1.0);
Random(1.0, 1.0, 1.0);
}
}
}
//
// WEAPON FLARE PARTICLE
//
CreateParticleType("jda.fx.rover.fire-flare", "Smoke")
{
LifeTime(0.3);
RenderBase("jda.fx.rover.fire-flare");
}
CreateParticleRenderType("jda.fx.rover.fire-flare", "Sprite")
{
TextureName("MUZZLE.pic");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 255, 255);
FinishColor(0, 127, 255, 0);
StartRadius(3.0);
FinishRadius(0.0);
}
//
// WEAPON SMOKE PARTICLE
//
CreateParticleType("jda.fx.rover.fire-smoke", "Smoke")
{
LifeTime(2.0);
Priority(1.4); // lowest priority that doesn't go away
RenderBase("jda.fx.rover.fire-smoke");
}
CreateParticleRenderType("jda.fx.rover.fire-smoke", "Sprite")
{
TextureName("smoke.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(40, 40, 40, 63);
FinishColor(0, 0, 0, 0);
StartRadius(1.0);
FinishRadius(3.0);
Sorting("Smoke", 0);
}
//
// PROJECTILE FLARE PARTICLE
//
CreateParticleType("jda.fx.rover.proj-flare", "Particle")
{
MakeUnderFog(1);
LifeTime(0);
Priority(.74); // lowest priority that doesn't go away
RenderBase("jda.fx.rover.proj-flare");
}
CreateParticleRenderType("jda.fx.rover.proj-flare", "Sprite")
{
TextureName("lightflare.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 200, 220);
FinishColor(255, 255, 200, 220);
StartRadius(0.6);
FinishRadius(0.6);
Sorting("Flame", 0);
}
//
// PROJECTILE SMOKE PARTICLE
//
CreateParticleType("jda.fx.rover.proj-smoke", "Particle")
{
MakeUnderFog(1);
LifeTime(0);
Priority(1.3); // disappear before low detail
RenderBase("jda.fx.rover.proj-smoke");
}
CreateParticleRenderType("jda.fx.rover.proj-smoke", "Trail")
{
TextureName("trail2.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(14, 61, 146, 244);
FinishColor(135, 148, 170, 0);
StartRadius(0.2);
FinishRadius(0.4);
AnimRate(2.4);
Decay(.2);
Sorting( "Flame", 0);
}
//
// EXPLOSION CORE PARTICLE
//
CreateParticleType("jda.fx.rover.exp-core", "Particle")
{
LifeTime(0.4);
Priority(.74); // lowest priority that doesn't go away
RenderBase("jda.fx.rover.exp-core");
}
CreateParticleRenderType("jda.fx.rover.exp-core", "Sprite")
{
TextureName("exploder.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(1.0);
FinishRadius(5.0);
Sorting("Flame", 1);
}
//
// EXPLOSION GLOW PARTICLE
//
CreateParticleType("jda.fx.rover.exp-glow", "Particle")
{
LifeTime(1.0);
Priority(.74); // lowest priority that doesn't go away
RenderBase("jda.fx.rover.exp-glow");
}
CreateParticleRenderType("jda.fx.rover.exp-glow", "Sprite")
{
TextureName("lightflare.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 255, 255);
FinishColor(255, 63, 15, 0);
StartRadius(6.0);
FinishRadius(1.0);
Sorting("Light", 0);
}
//
// EXPLOSION SPARK PARTICLE
//
CreateParticleType("jda.fx.rover.exp-spark", "Smoke")
{
LifeTime(1);
Priority(1.5); // disappear at medium detail
RenderBase("jda.fx.rover.exp-spark");
}
CreateParticleRenderType("jda.fx.rover.exp-spark", "Trail")
{
TextureName("bolt.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(0.2);
FinishRadius(0.0);
Decay(0.5);
Sorting( "Flame", 2);
}
//
// EXPLOSION SMOKE PARTICLE
//
CreateParticleType("jda.fx.rover.exp-smoke", "Smoke")
{
LifeTime(2.0);
RenderBase("jda.fx.rover.exp-smoke");
}
CreateParticleRenderType("jda.fx.rover.exp-smoke", "Sprite")
{
TextureName("puff.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(15, 15, 15, 63);
FinishColor(0, 0, 0, 0);
StartRadius(1.0);
FinishRadius(3.0);
Sorting("Smoke", 1);
}
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so if i want to edit it and apply... howto do that can somebody help me... there is somebody in that game that has it in multiplayer!!!! exploding collectors i want that too!!
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