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need help with editing a game with a very easy language...

 
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grasmanek94
Master Cheater
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Joined: 03 Jun 2008
Posts: 283
Location: The Netherlands

PostPosted: Mon Oct 13, 2008 5:03 am    Post subject: need help with editing a game with a very easy language... Reply with quote

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);
}


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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