Act of Aggression ULTIMATE ANTICS mod

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ddOs
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Act of Aggression ULTIMATE ANTICS mod

Postby ddOs » Wed 18 Apr 2018 23:00

Hello everyone, it's almost a year since I published the free camera mod, and it's too hard to describe what I've learned in Act of Aggression modding over this year in a few words. So what about enjoying the latest mod that I've made and played in this year? I'll explain what kinda method I've used for this mod later.

Mod Download

https://mega.nz/#!upwFCRgD!GU4pnhi-QyWn ... oYV4Ht-dA8
It works for 7000792 version only. I thought it's the last version of classic Act of Aggression, after that it's Reboot and I'm not interested in Reboot modding at all.
Update: No, the latest version of classic Act of Aggression is 1460061062, and I'm working on it. Here, take the almost 90% work:
https://mega.nz/#!G15SgSgT!3drvzd3z5fWz ... XG5Yxj7wiE
Update 2: Now the final mod, https://mega.nz/#!YP53wKJS!nYrtv2f_P2k2 ... pRyNaC5dVo
and this demo video, https://www.youtube.com/watch?v=UXFaLilw0Aw
and here's another demo video, https://www.youtube.com/watch?v=Nr5ZL616tMM

Features

  • Now HQ of every faction can build every HQ of other factions (and Chimera Outpost)! 3tech at your fingertips
  • And not just HQs, light vehicle bays of every faction can as well, including Chimera Outpost and US FOB
  • The range and effect of various repair buildings and vehicles are enhanced ridiculously
  • The range of Antey and Patriot(?) are doubled, and they will be full of loads upon built
  • The seats of various transports and prisons are quadrupled, now even Koalitsiya can be transported in a transport helicopter (Fun fact: Koalitsiya needs 14 seats by default, that exceeds available seats of all kinda transport helicopters)
  • Remote heal and recovery is no longer for Chimera prison only, you can use that in a lot more buildings, like Chimera prison, US Field Hospital, Cartel Repair Center, and more
  • And most importantly I've abused PilotGenerator module A LOT that it will be called Antics of Aggression:
    • After being destroyed, Scorpio can generate up to 32 wounded Vanguards, use remote heal and recovery or Namer/Dustoff/Punisher to revive them
    • After being destroyed, PUMA, Terminator, HMMWV, Otomatic, Vextra, Stryker ICV, Stryker MGS and T80 can generate up to 32 wounded Spetsnazs
    • After being destroyed, Valor, V22 Osprey and ADS can generate up to 32 wounded MIBs
    • After being destroyed, Spetsnaz can generate up to 32 T80s
    • After being destroyed, MIB can generate up to 32 AKULAs
  • and more that I can't remember

How it's done

It's so hard to explain in few words, so I'd rather fill it later. Expect new edits!


Appendix

Here's a list of all kinda IDs of various things that I've used on this mod, hope it will be helpful:

Code: Select all

TUniteDescriptor
--------------------------------------------------------
Chimera HQ = 7463/6988
Chimera Outpost = 7464/6989
Chimera barrecks= 8091
Chimera Repair Outpost = 7466/6991
Chimera Repair Outpost v2 = 7470/6994
Chimera spear bay = 8093
Chimera prison = 8102
Chimera Support Bay = 8092
Chimera Helipad = 8094
Chimera BDC = 8100
Chimera SynLab = 8103
Puma = 9483, 9487, 9488, 9489
Pantsir = 9484, 9485
Namer = 9465, 9466/8094, 8095
Antey = 9623, 9624 MissileCarriage doubled
Valor = 9507, 9511, 9512, 9513
Terminator = 9576
Terminator (A) = 9580
Terminator (B) = 9581
Terminator (AB) = 9582
Terminator (FINAL) = 7033
Metal Storm = 9461
Recon UGV = 8082
ADS = 9462, 9463
--------------------------------------------------------
US HQ = 17443, 17444, 17445/26386, 26387, 26388
US FOB = 17447/26366
US barrecks= 17847
US light armory depot = 17851
US Logistic Center = 17853/26395
US repair vehicle = 19124/26228
US missle silo = 17863 (21765), 17232 (17570)
US hospital = 17852
US heliport = 17856
US Admin Center = 17862
US LEM = 17446, 17447
US LEM Rare Earth = 17448
Dustoff = 19102/26310
HMMWV = 19079
HMMWV GAU19 = 25475
HMMWV MK19 = 25476
HMMWV TOW2 = 25477
Stryker ICV = 19082
Stryker MGS = 19085
V22 Osprey = 19188, 19189
Patriot = 17864, 24222
Nuclear Missile = 17863, 17232 Stoarge doubled
--------------------------------------------------------
Cartel HQ = 34033, 34034/26348, 26349
Cartel repair center = 34028
Cartel repair vehicle = 33943
Cartel light armory = 34039
Cartel light armory constructor (TModuleSelector)= 35384
Cartel Accelerator = 34022
Cartel barrecks without Prison Module = 34024 / 35163
Cartel barrecks with Prison Module = 2011
Cartel Prototype Bay = 34035
Cartel USM = 34027
Scorpio = 33938, 6782, 491, 492
Otomatic = 33965
Vextra = 33985, 33986
Punisher = 2261/2277
Skyguard = 34045
--------------------------------------------------------
MiB = 33962
Spetsnaz = 33974
RPG = 33966
T80 = 33977
Teck DShK = 33978
Tech Rockets = 33979
AKULA = 34003

TAmmunitionDescriptor
Grenade Launcher on Metal Storm = 14436 (52838), 14437 (52840)
Twin Autocannon = 7114
ATGM = 7116
SAM =  7117
Grenade Launcher on Terminator (FINAL) = 7118 (52842)
Grenade Launcher on HMMWV MK19 = 23868 (52844)
Antey (ASW) = 14879/14896/14899
Antey (AA) = 14880/14897
Patriot (ASW) = 21787/26348
Patriot (AA) = 21788/26349

Reboot Engineers:
Chimera: 7940, 7941
US: 26229
Cartel: 26302, 26303

Reboot Menus: 236, TCubeActionProductionUnitButtonDescriptor
Construct Chimera HQ: 12585, 12586
Construct Chimera Outpost: 12589
Construct US HQ: 38171, 38172, 38173
Construct Cartel HQ: 38699, 38700

Original Menus: 235, TCubeActionProductionUnitButtonDescriptor
Construct Chimera HQ: 8683, 9127
Construct Chimera Outpost: 8686
Construct US HQ: 18397, 18398, 18399
Construct US light armory depot: 18825
Construct Cartel HQ: 39745, 39746
Construct Chimera Repair Outpost v2: 52838
TTechnoLevalDescriptor 8128 8127

TCubeActionCapacityButtonDescriptor / TCapaciteDescriptor_ModernWarfare
remote heal = 10931 / 9662
renote revive = 10932 / 9665

TCapaciteDescriptor_ModernWarfare
Heal = 12714, 12715, 19106/11127, 11128, 33818
Cartel Barrecks (Heal Wounded) = 2279/2294
Cartel Barrecks = 2280/2293
Punisher (Heal Wounded) = 2934/2942
Punisher = 2933/2941
Namer (Heal Wounded) = 12715/11128
Namer = 12714/11127
Unknown (Heal Wounded) = 19106/33818
Repair vehicle = 22234/32630
Self-repair = 22235/32631
Exosoldier Self-repair = 9402/11055
Outpost = 8159, 8209
Logistic Center = 19129/34848
Cartel Acceleration = 38177 (52855)
Cartel Accelerator Camo = 38178 (52856)
Cartel Alu Module = 2277 (52859)

//TUniteDescriptor / TPilotGeneratorModuleDescriptor / TModuleSelector
//Pantsir = 9484, 9485/ 646 (52872)/ 560 (52871) T80
//Terminator = 9576 / 7066 (52862) / 7048 (52861) SAS
//Terminator (A) = 9580 / 7066 (52862) / 7048 (52861) SAS
//Terminator (B) = 9581 / 7066 (52862) / 7048 (52861) SAS
//Terminator (AB) = 9582 / 7066 (52862) / 7048 (52861) SAS
//Terminator (FINAL) = 7033 / 7066 (52862) / 7048 (52861) SAS
//Otomatic = 33965 / 607 (52868) / 524 (52867) Punisher
//Vextra = 33985, 33986/  607 (52868) / 524 (52867) Punisher
//Metal Storm = 9461 / (52874) / (52873) Blackhawk
//Recon UGV = 8082 / (52872) / (52871) T80
//Stryker ICV = 19082 / 607 (52864) / 524 (52863) Delta
//Stryker MGS = 19085 / 646 (52864) / 560 (52863) Delta
//HMMWV = 19079, 25475, 25476, 25477 / 646 (52864) / 560 (52863) Delta
//Valor = 9507, 9511, 9512, 9513/ 646 (52874) / 560 (52873) AKULA

//PUMA = 9483, 9487, 9488, 9489 / 607 (52876) / 524 (52875) Spetsnaz
//Spetsnaz = 33974 / 36179  (52872) / 34547 (52871) T80
//Pantsir = 9484, 9485/ 646 (52872)/ 560 (52871) T80
//Valor = 9507, 9511, 9512, 9513 / 646 (52878) / 560 (52877) MiB
//V22 Osprey = 19188, 19189 / 646 (52878) / 560 (52877) MiB
//Terminator = 9576 / 7066 (52876) / 7048 (52875) Spetsnaz
//Terminator (A) = 9580 / 7066 (52876) / 7048 (52875) Spetsnaz
//Terminator (B) = 9581 / 7066 (52876) / 7048 (52875) Spetsnaz
//Terminator (AB) = 9582 / 7066 (52876) / 7048 (52875) Spetsnaz
//Terminator (FINAL) = 7033 / 7066 (52876) / 7048 (52875) Spetsnaz
//HMMWV = 19079, 25475, 25476, 25477 / 646 (52876) / 560 (52875) Spetsnaz
//Scorpio = 33938, 6782, 491, 492 / 646 (52866) / 560 (52865) Vanguard
//Otomatic = 33965 / 607 (52876) / 524 (52875) Spetsnaz
//Vextra = 33985, 33986/  607 (52876) / 524 (52875) Spetsnaz
//Stryker ICV = 19082 / 607 (52876) / 524 (52875) Spetsnaz
//Stryker MGS = 19085 / 646 (52876) / 560 (52875) Spetsnaz
//T80 = 33977 / 36191 (52876)/ 34559 (52875) Spetsnaz
//MiB = 33962 / 36013 (52874) / 34387 (52873) AKULA
//ADS = 9462, 9463 / 646 (52878) / 560 (52877) MiB
//AKULA = 34003 / 646 (52878) / 560 (52877) MiB

TUniteDescriptor / TPilotGeneratorModuleDescriptor / TModuleSelector
Spetsnaz = 33974 / 36179  (52846) / 34547 (52847) T80
MiB = 33962 / 36013 (52849) / 34387 (52848) AKULA
T80 = 33977 / 36191 (52851) / 34559 (52850) Spetsnaz
Valor = 9507, 9511, 9512, 9513 / 646 (52853) / 560 (52852) MiB
V22 Osprey = 19188, 19189 / 646 (52853) / 560 (52852) MiB
todo: ALL kinda tanks, Vextra and Namer seat expansion, add barrecks with remote heal, etc.

Antics (TPilotGeneratorModuleDescriptor - TUniteDescriptor)
SAS = 11238 - 12596
Exoskeleton = 11287 - 12624
Sniper = 20761 - 22000
Delta = 20791 - 22017
Punisher = 2636 - 2932
Vanguard = 2670 - 2956
Spetsnaz = - 33997
MiB = - 33991
Last edited by ddOs on Sun 20 May 2018 15:54, edited 2 times in total.
ddOs == die deutsche Orthopädiespezialist

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McNash
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Re: Act of Aggression ULTIMATE ANTICS mod

Postby McNash » Tue 15 May 2018 05:54

Wow, that's a lot of job, it reminds me of the red coke mode for C&C, for a while I have modded the game too, mostly very small things like colors, the amount of money available in a bank, but I never managed to learn how to get to the stats of units, I guess you have been tinkering a lot for many weeks.
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ddOs
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Re: Act of Aggression ULTIMATE ANTICS mod

Postby ddOs » Sun 20 May 2018 14:51

McNash wrote:Wow, that's a lot of job, it reminds me of the red coke mode for C&C, for a while I have modded the game too, mostly very small things like colors, the amount of money available in a bank, but I never managed to learn how to get to the stats of units, I guess you have been tinkering a lot for many weeks.


I've been playing this game for an entire year, and it's really hard to describe how I've finished these things.
ddOs == die deutsche Orthopädiespezialist

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McNash
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Re: Act of Aggression ULTIMATE ANTICS mod

Postby McNash » Fri 25 May 2018 00:36

I guess this is a good reason why documentation is always so helpful, I learned it the hard way a few years ago.
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Re: Act of Aggression ULTIMATE ANTICS mod

Postby McNash » Thu 13 Sep 2018 05:20

I have a couple of questions:
-Is it possible to edit a unit's detection range for buildings, so far I have been capable to increase a units line of sight, it works great to see other units, but it doesn't affect a unit detection range of buildings, I am not talking about stealth buildings, but buildings in general, I tried to edit the ScannerDescriptor but doesn't seem to make any difference for detecting buildings.
-Is it possible to add new units to the construction builidngs of the game? For example I would like to build T-80s and T-55s from the Cartel's vehicle bay.
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Re: Act of Aggression ULTIMATE ANTICS mod

Postby Krylov004 » Tue 16 Oct 2018 06:11

Lovin the mod ! , but can you make the alternate ones? i mean like without the spawn chain of additional units and only the pow's and income mod?
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