gametechmods

Robot Arena => General Support => Topic started by: jackster96 on September 22, 2011, 11:42:49 AM

Title: jackster96's modding questions
Post by: jackster96 on September 22, 2011, 11:42:49 AM
hi can some one give me instructions on how to increase the damage of spikes or discs by editing the txt file thanks   :confused:
Title: Re: increasing the damage of spike weapons or discs ect
Post by: SKBT on September 22, 2011, 11:55:06 AM
You first have to go to the game directory which is in C: drive -->Sys32-->program files-->Infogames-->Robot Arena 2

You then should get a directory that looks like https://gametechmods.com/uploads/images/959371.png[/img]]this (http://[IMG)

Then you click on "components"


Search out the TXT file you want to change and open it (I'll use the beater bar as an example)

When you open it you should get something like this
Code: [Select]
name = Beater Bar
preview = beater_preview.bmp
dir = beaterbars
model = beater2.gmf
type = weapons
base = Weapon
description = A small steel bar to add a little bite to your drum weapon.  They can also be stacked end-to-end to make an eggbeater weapon.  This medium one has 1500 HP, 170 fracture, and 250 DP.
damagesounds = sounds\low_clank.wav
attachsound = sounds\cmp_generic.wav
concussion = 2.5
piercing = 0
hitpoints = 1500
fracture = 170
standard = 1
passthru = ramplate
Sort = 10

to change the stats you want to change the values labeled concussion, piercing, hitpoints, and fracture

concussion and piercing  are how much damage a component will cause.
hitpoints is how many hits something can take before it breaks off
fracture is how many hitpoints it takes to knock off a part once its hitpoints have been depleted


Once you are done changing the stats in the TXT file, make sure you save the component under a new name in the "components" folder
Title: Re: increasing the damage of spike weapons or discs ect
Post by: jackster96 on September 22, 2011, 03:28:13 PM
thanks it worked this one is probably more advanced but how could i increase the weight limit
Title: Re: increasing the damage of spike weapons or discs ect
Post by: Mr. AS on September 22, 2011, 03:29:49 PM
thanks it worked this one is probably more advanced but how could i increase the weight limit
https://gametechmods.com/forums/index.php/topic,5794.0.html (https://gametechmods.com/forums/index.php/topic,5794.0.html)
Title: Re: increasing the damage of spike weapons or discs ect
Post by: jackster96 on September 23, 2011, 05:06:18 PM
does anyone know how i could increase the speed of dominator 2 s axe so when it hits it goes up as quick like reality thanks
Title: Re: increasing the damage of spike weapons or discs ect
Post by: Mr. AS on September 23, 2011, 05:18:41 PM
does anyone know how i could increase the speed of dominator 2 s axe so when it hits it goes up as quick like reality thanks
Edit the burst motor. Try looking at the lines:

burst = X Y Z
power = A B
.
Title: Re: increasing the damage of spike weapons or discs ect
Post by: jackster96 on September 23, 2011, 05:24:17 PM
his weapon is attached to the hammer brace so i dont think i can
Title: Re: increasing the damage of spike weapons or discs ect
Post by: Mr. AS on September 23, 2011, 05:32:35 PM
his weapon is attached to the hammer brace so i dont think i can
Elaborate.
Title: Re: increasing the damage of spike weapons or discs ect
Post by: jackster96 on September 24, 2011, 02:59:20 AM
name = Hammer brace
dir = domn8r2
model = d2brace.gmf
preview = d2_preview.bmp
type = extras
base = BurstMotor
passthru = angler, axle
description = The braces used to support Dominator 2's hammer.  A tetrahedron is a terrible way to die.
hitpoints = 9000000
burst = 60 150 150
power = 3 40
elecMaxInOutRate = -2
firesound = sounds\tminussnapper.wav
damagesounds = sounds\titanium_collision2.wav
alwaysvisible = true
this is the only thing i can find
Title: Re: increasing the damage of spike weapons or discs ect
Post by: Mr. AS on September 24, 2011, 08:01:41 AM
name = Hammer brace
dir = domn8r2
model = d2brace.gmf
preview = d2_preview.bmp
type = extras
base = BurstMotor
passthru = angler, axle
description = The braces used to support Dominator 2's hammer.  A tetrahedron is a terrible way to die.
hitpoints = 9000000
burst = 60 150 150
power = 3 40

elecMaxInOutRate = -2
firesound = sounds\tminussnapper.wav
damagesounds = sounds\titanium_collision2.wav
alwaysvisible = true
this is the only thing i can find
Try messing around with the bolded stuff.
Title: Re: increasing the damage of spike weapons or discs ect
Post by: JoeBlo on September 24, 2011, 08:20:17 AM


Title: Re: increasing the damage of spike weapons or discs ect
Post by: jackster96 on September 24, 2011, 01:27:32 PM
i have got gave up on it but does any one know how i could add music to the robot wars arena  whilst in battle
Title: Re: increasing the damage of spike weapons or discs ect
Post by: Mr. AS on September 24, 2011, 01:48:24 PM
how i could add music to the robot wars arena  whilst in battle
You could have Windows media player running while you battle. Or you could steal some .py coding from http://www.madiaba.gametechmods.com/MusicBoxArena.rar (http://www.madiaba.gametechmods.com/MusicBoxArena.rar)
(basically anything with
         # MMMMM
around it)
Title: Re: jackster96's modding questions
Post by: jackster96 on September 26, 2011, 02:46:05 PM
so does anyone know how i could make custom armour and components
Title: Re: jackster96's modding questions
Post by: cephalopod on September 26, 2011, 04:04:23 PM
To make entirely new components you'll need 3DSMax or something, it's an expensive program and it's very complicated. My advice - if you want custom components, download the BeetleBros component packs, they've got so much random stuff (':
Title: Re: jackster96's modding questions
Post by: Mr. AS on September 26, 2011, 06:28:11 PM
To make entirely new components you'll need 3DSMax or something, it's an expensive program and it's very complicated.
http://beetlebros.gametechmods.com/modding.htm (http://beetlebros.gametechmods.com/modding.htm)
You could try messing around with .gmf's in Notepad.
You'll need this: https://gametechmods.com/Robot_Arena2/Tools/Compiler_fixedbymb.zip (https://gametechmods.com/Robot_Arena2/Tools/Compiler_fixedbymb.zip)
Title: Re: jackster96's modding questions
Post by: Naryar on September 27, 2011, 04:20:48 AM
To make entirely new components you'll need 3DSMax or something, it's an expensive program and it's very complicated.

Actually no, you can make entirely new components out of notepad. After all, component GMF's are just compressed text files. It just requires more work/logic sense than 3DSmax.
Title: Re: jackster96's modding questions
Post by: nightcracker on September 27, 2011, 05:02:48 AM
A skilled enough person can write Windows 7, directly in binary using notepad.
Title: Re: jackster96's modding questions
Post by: cephalopod on September 27, 2011, 05:25:24 AM
(Yes, but I thought it would be better to tell him the slightly easier way than spending years in a notepad file working out how to make something that wouldn't take so long using other methods)
Title: Re: jackster96's modding questions
Post by: JoeBlo on September 27, 2011, 07:23:08 AM
Thats easily the biggest deception in this whole community..

3DSM isnt a simple program that pops out any component you think of.. you need to still manually piece together the GMF file yourself. Infact you need to learn the notepad stuff prior to tackling 3DSM exporting to know exactly what your doing / writing into files.

I cannot recall doing a whole component start to finish in 3DSM.. I usually model some display mesh stuff in Max then put it together / edit it further with notepad.

My preference is Notepad but it depends on your ability to visualize objects based on co-ordinates.
Title: Re: jackster96's modding questions
Post by: Trovaner on September 27, 2011, 09:00:27 AM
Having used both myself, I agree with JoeBlo. It is much easier to edit pre-made GMF files from in notepad than it is to make brand new ones in 3DSMax (which usually requires a bit of editing in notepad anyways). I ended up just exporting a bunch of unusual shapes in 3DSMax with the intention of reshaping them in Notepad++ to fit my needs.

3DS Max has a steep learning curve that takes quite some time to get good at while editing in notepad can be as simple as changing a few lines and/or copy/pasting chunks from other files. It may look daunting at first but most of the data can be ignored (especially when making components). If you're interested in learning how to do this, feel free to PM me.
Title: Re: jackster96's modding questions
Post by: jackster96 on September 28, 2011, 03:42:00 AM
thanks about all of that so how would i make new armour or would i just do the same as the components
Title: Re: jackster96's modding questions
Post by: JoeBlo on September 28, 2011, 04:24:55 AM
Grab yourself this program

https://gametechmods.com/Robot_Arena2/Tools/CFZ_Compiler.exe (https://gametechmods.com/Robot_Arena2/Tools/CFZ_Compiler.exe)

And decompile RA2.cfz (its in the same place as the .exe)

Then jump into "Armour Definitions" via notepad and the rest should be straight forward.. Copy/ Paste for new armours or edit the existing stuff.

< Warning do this in a separate copy of RA2 as armours are written into bot files not read from by the game files themselves upon loadup >

When your done with your edits, recompile the .cfz and make sure its back in the right place (RA2.cfz in the main index folder)

Title: Re: jackster96's modding questions
Post by: jackster96 on September 30, 2011, 10:43:26 AM
hi does any one know what components are needed to get exterminator 2 working on the robot exchange thanks