Modding Questions Thread

Omarncdn
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Re: Modding Questions Thread

Postby Omarncdn » Fri 24 Jan 2020 03:04

Ye I tried changing the variables to what you told me too and I got that fatal error message at startup. I am at a loss. :(

Omarncdn
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Re: Modding Questions Thread

Postby Omarncdn » Fri 24 Jan 2020 04:28

Ok. So I got it not to crash. But it fires like MLRS.. I don’t see the projectiles. How would I..

1.Show the projectile launching and flying in a high arch

2. Allow it to possibly be shot down by AA (but not easy to shoot down)

3. Have slow rate of fire similar to Lance.

I hope this isn’t too much too ask. But you definitely are a hugely helpful. Thanks again.

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Re: Modding Questions Thread

Postby Omarncdn » Fri 24 Jan 2020 07:23

I DID IT!!

It’s awesome! Just gonna tinker with the rof.

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Sireyn
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Re: Modding Questions Thread

Postby Sireyn » Sun 26 Jan 2020 03:59

Omarncdn wrote:I DID IT!!

It’s awesome! Just gonna tinker with the rof.


Nice! Glad you got it sorted. I'll still answer questions you might have if you need help polishing.

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Re: Modding Questions Thread

Postby Omarncdn » Sun 26 Jan 2020 04:38

Ya , just trying to figure out how to make the projectile yo be “shoot downable” But not easy to shot down. Only with a Heavy AA. Any ideas?

Also, do you know why when playing against the computer the AI never sends out it’s expensive equipment. Is their something we can do make the AI fight harder, send more powerful weaponry?

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Re: Modding Questions Thread

Postby Sireyn » Sun 26 Jan 2020 04:56

Omarncdn wrote:Ya , just trying to figure out how to make the projectile yo be “shoot downable” But not easy to shot down. Only with a Heavy AA. Any ideas?

Also, do you know why when playing against the computer the AI never sends out it’s expensive equipment. Is their something we can do make the AI fight harder, send more powerful weaponry?


Here is a prior discussion on CIWS. I imagine you could just increase the hitpoints of the missile.
https://forums.eugensystems.com/viewtopic.php?f=187&t=42266&p=1051913&hilit=ciws#p1051905

Based on my observations, the AI selects a unit card and deploys that until exhausted. You can give them more starting points, higher point income, and an availability bonus. Part of the problem is that the AI fast moves all of its units into combat. Units with less of a road speed bonus stay off the roads more, which makes the AI less predictable.

Check GDconstanteoriginal.NDF instead of Everything for some AI settings.

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Re: Modding Questions Thread

Postby Omarncdn » Sun 26 Jan 2020 08:48

Do you know where to find the hit points for a missile.

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Re: Modding Questions Thread

Postby Sireyn » Mon 27 Jan 2020 03:20

Omarncdn wrote:Do you know where to find the hit points for a missile.


Within the TAmmunition of your missile is MissileDescriptor.
If this is a vanilla TUniteDescriptor then duplicate it and assign it to your custom TAmmunition.

Open the reference and you will see a list of Modules containing Damage.
Make sure this is a new reference and not vanilla

MaxDamages is the number of hitpoints, so make that what you like.

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Re: Modding Questions Thread

Postby Omarncdn » Sun 9 Feb 2020 08:32

Does anyone know how to make the AI more difficult in campaign and skirmish. How can I give the AI more starting points

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Re: Modding Questions Thread

Postby Sireyn » Sun 9 Feb 2020 19:42

Omarncdn wrote:Does anyone know how to make the AI more difficult in campaign and skirmish. How can I give the AI more starting points


NDF_Win.dat > gdconstanteoriginal.ndfbin > TModernWarfareTunableConstante

BonusMoney : Additional starting points
BonusFlux : Multiplies unit availability
PercentMonderFor : Multiplies income rates

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