Nod Buggy and minimal ini definitions

This commit is contained in:
Paul Chote
2010-01-31 23:54:27 +13:00
parent 02af9d40a2
commit b63b09ec2c
7 changed files with 224 additions and 18 deletions

106
mods/cnc/minimal.ini Normal file
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@@ -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

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@@ -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:

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@@ -71,7 +71,7 @@
<!-- Nod Airfield -->
<unit name="afld">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="17" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
<sequence name="critical-idle" start="32" length="1" />
<sequence name="make" start="0" length="*" src="afldmake" />
</unit>

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@@ -15,4 +15,9 @@
<sequence name="harvest7" start="60" length="4" />
<sequence name="empty" start="16" length="0" />
</unit>
<unit name="bggy">
<sequence name="idle" start="0" length="32" />
<sequence name="turret" start="32" length="32" />
<sequence name="muzzle" start="0" length="48" src="minigun" />
</unit>
</sequences>

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@@ -156,11 +156,7 @@
<sequence name="idle" start="0" length="32" />
</unit>
<!-- jeep -->
<unit name="jeep">
<sequence name="idle" start="0" length="32" />
<sequence name="turret" start="32" length="32" />
<sequence name="muzzle" start="0" length="48" src="minigun" />
</unit>
<!-- apc -->
<unit name="apc">
<sequence name="idle" start="0" length="32" />

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@@ -41,3 +41,29 @@ HARV:
Mobile:
MovementType: Track
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:

73
mods/cnc/weapons.ini Normal file
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[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