From b63b09ec2c0304a666482a7042d28da85f4fc21f Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Sun, 31 Jan 2010 23:54:27 +1300 Subject: [PATCH] Nod Buggy and minimal ini definitions --- mods/cnc/minimal.ini | 106 ++++++++++++++++++++++++++++++ mods/cnc/mod.yaml | 22 +++---- mods/cnc/sequences-structures.xml | 2 +- mods/cnc/sequences-vehicles.xml | 5 ++ mods/cnc/sequences.xml | 6 +- mods/cnc/vehicles.yaml | 28 +++++++- mods/cnc/weapons.ini | 73 ++++++++++++++++++++ 7 files changed, 224 insertions(+), 18 deletions(-) create mode 100644 mods/cnc/minimal.ini create mode 100644 mods/cnc/weapons.ini diff --git a/mods/cnc/minimal.ini b/mods/cnc/minimal.ini new file mode 100644 index 0000000000..562c3ea8c0 --- /dev/null +++ b/mods/cnc/minimal.ini @@ -0,0 +1,106 @@ +; The bare minimum rules required for the game to run +; The linecount of this file should reduce to zero as we port things to traits + +[General] +ConditionRed=25% ; when damaged to this percentage, health bar turns red +ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow +RefundPercent=50% ; percent of original cost to refund when building/unit is sold +RepairRate=.016 ; minutes between applying repair step +URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost +URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units +BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item] + +OreGrows=yes ; Does ore grow denser over time? +OreSpreads=yes ; Does ore spread into adjacent areas +GemValue=50 ; gem credits per 'bail' carried by a harvester +GoldValue=25 ; gold credits per 'bail' carried by a harvester +GrowthRate=.3 ; minutes between ore (Tiberium) growth +BailCount=28 ; number of 'bails' carried by a harvester +;; OreChance is missing from rules.ini but referenced +;; LowPowerSlowdown is missing from rules.ini but referenced + +GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval +SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge + + +; ******* Land Characteristics ******* + +; clear grassy terrain +[Clear] +Foot=90% +Track=80% +Wheel=60% +Float=0% +Buildable=yes + +; rocky terrain +[Rough] +Foot=80% +Track=70% +Wheel=40% +Float=0% +Buildable=no + +; roads +[Road] +Foot=100% +Track=100% +Wheel=100% +Float=0% +Buildable=yes + +; open water +[Water] +Foot=0% +Track=0% +Wheel=0% +Float=100% +Buildable=no + +; cliffs +[Rock] +Foot=0% +Track=0% +Wheel=0% +Float=0% +Buildable=no + +; walls and other man made obstacles +[Wall] +Foot=0% +Track=0% +Wheel=0% +Float=0% +Buildable=no + +; ore (Tiberium) +[Ore] +Foot=90% +Track=70% +Wheel=50% +Float=0% +Buildable=no + +; sandy beach +[Beach] +Foot=80% +Track=70% +Wheel=40% +Float=0% +Buildable=no + +; craggy riverbed +[River] +Foot=0% +Track=0% +Wheel=0% +Float=0% +Buildable=no + +; special tile for bridge hacks +[Special] +Foot=100% +Track=100% +Wheel=100% +Float=100% +Buildable=no \ No newline at end of file diff --git a/mods/cnc/mod.yaml b/mods/cnc/mod.yaml index 83c8a942d6..67ebaacd55 100644 --- a/mods/cnc/mod.yaml +++ b/mods/cnc/mod.yaml @@ -30,27 +30,27 @@ Packages: LegacyRules: - mods/ra/rules.ini: More or less original Red Alert rules file. - mods/ra/units.ini: OpenRA patches + mods/cnc/minimal.ini: Dummy definitions to stop the game crashing + mods/cnc/weapons.ini: Weapons are still in the old format Rules: mods/ra/defaults.yaml: Basic stuff mods/cnc/system.yaml: Player and world actors - mods/cnc/structures.yaml: Structures - mods/cnc/infantry.yaml: Infantry - mods/cnc/vehicles.yaml: Vehicles - mods/cnc/trees.yaml: Trees + mods/cnc/structures.yaml: + mods/cnc/infantry.yaml: + mods/cnc/vehicles.yaml: + mods/cnc/trees.yaml: mods/cnc/civilian.yaml: Civilian structures and bridges mods/cnc/compat.yaml: Compatability tweaks for real-ra maps Sequences: - mods/cnc/sequences-structures.xml: Structures - mods/cnc/sequences-vehicles.xml: Vehicles - mods/cnc/sequences-infantry.xml: Infantry - mods/cnc/sequences.xml: Everything else + mods/cnc/sequences-structures.xml: + mods/cnc/sequences-vehicles.xml: + mods/cnc/sequences-infantry.xml: + mods/cnc/sequences.xml: Obsolete; will disappear once done converting Assemblies: - mods/ra/OpenRa.Mods.RA.dll: Traits used + mods/ra/OpenRa.Mods.RA.dll: Use the red alert traits Maps: diff --git a/mods/cnc/sequences-structures.xml b/mods/cnc/sequences-structures.xml index de44708186..0fc354bcaa 100644 --- a/mods/cnc/sequences-structures.xml +++ b/mods/cnc/sequences-structures.xml @@ -71,7 +71,7 @@ - + diff --git a/mods/cnc/sequences-vehicles.xml b/mods/cnc/sequences-vehicles.xml index c02c1a812c..1fca642c9f 100644 --- a/mods/cnc/sequences-vehicles.xml +++ b/mods/cnc/sequences-vehicles.xml @@ -15,4 +15,9 @@ + + + + + diff --git a/mods/cnc/sequences.xml b/mods/cnc/sequences.xml index df07e3342f..3c03474e30 100644 --- a/mods/cnc/sequences.xml +++ b/mods/cnc/sequences.xml @@ -156,11 +156,7 @@ - - - - - + diff --git a/mods/cnc/vehicles.yaml b/mods/cnc/vehicles.yaml index a2a788990a..6cedad9f0c 100644 --- a/mods/cnc/vehicles.yaml +++ b/mods/cnc/vehicles.yaml @@ -40,4 +40,30 @@ HARV: Speed: 12 Mobile: MovementType: Track - RenderUnit: \ No newline at end of file + RenderUnit: + +BGGY: + Inherits: ^Vehicle + Buildable: + Icon: bggyicnh + TechLevel: 4 + Prerequisites: afld + Owner: soviet + Cost: 600 + Description: Nod Buggy + LongDesc: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft + Unit: + HP: 140 + Armor: light + Crewed: yes + ROT: 10 + Sight: 2 + Speed: 30 + Turreted: + ROT: 10 + AttackTurreted: + PrimaryWeapon: MachineGun + PrimaryOffset: 0,0,0,-2 + MuzzleFlash: yes + RenderUnitTurreted: + AutoTarget: diff --git a/mods/cnc/weapons.ini b/mods/cnc/weapons.ini new file mode 100644 index 0000000000..993697f12f --- /dev/null +++ b/mods/cnc/weapons.ini @@ -0,0 +1,73 @@ + +[WeaponTypes] +MachineGun + +; NOTE: WEAPON PROPERTIES ARE NOT EXPOSED BY TIBED; THESE ARE ALL MADE UP +[MachineGun] +Damage=40 +ROF=40 +Range=5 +Projectile=Invisible +Speed=100 +Warhead=SA +Report=GUN13 +Anim=MINIGUN + + + +[ProjectileTypes] +Invisible + +[Invisible] +Inviso=yes +Image=none + + +[WarheadTypes] +SA + +[SA] +Spread=3 +Verses=100%,50%,60%,25%,25% +Explosion=2 +InfDeath=1 + +[VoiceTypes] +GenericVoice +VehicleVoice +EngineerVoice +CivilianMaleVoice +CivilianFemaleVoice +CommandoVoice + + +;; explicit extension on voice clips overrides the normal `variants` mechanism +[GenericVoice] +SovietVariants=.r01,.r03 +AlliedVariants=.v01,.v03 +Select=await1,ready,report1,yessir1 +Move=ackno,affirm1,noprob,overout,ritaway,roger,ugotit +Die=dedman1.aud,dedman2.aud,dedman3.aud,dedman4.aud,dedman5.aud,dedman6.aud,dedman7.aud,dedman8.aud,dedman10.aud + +[VehicleVoice] +SovietVariants=.r00,.r02 +AlliedVariants=.v00,.v02 +Select=vehic1,yessir1,report1,await1 +Move=ackno,affirm1 + +[EngineerVoice] +Select=eengin1,eyessir1 +Move=eaffirm1,emovout1 +Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10 + +[CivilianMaleVoice] +Select=guyyeah1 +Move=guyokay1 + +[CivilianFemaleVoice] +Select=girlyeah +Move=girlokay + +[CommandoVoice] +Select=girlyeah +Move=girlokay \ No newline at end of file