Author Topic: Just some component making questions  (Read 1390 times)

Offline The Marionette Man

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Just some component making questions
« on: March 11, 2011, 08:35:59 PM »
1. How do you make your own control board?
2. What happens if in the base in the .txt file to chassis?
3. Is it possible to make your own armor?

I may have other questions later. It would be really great if someone could answer one or all of these.

Offline SKBT

Re: Just some component making questions
« Reply #1 on: March 11, 2011, 10:10:50 PM »
1. I forget how to make a control board but I think it's something in the component TXT file. Like how you can change a component base. ie battery, weapon, wheel, ect.

2. If you base a TXT file to a chasis the game crashes.

3. Armor is done in gib (?) work. I haven't messed with that so I'm not sure.

Offline JoeBlo

Re: Just some component making questions
« Reply #2 on: March 12, 2011, 02:41:29 AM »
1. set the "base" in the text file to controlboard

Code: [Select]
base = ControlBoard
2. I dont think chassis is an accepted base command with the game

3. De-compile RA2.cfz and open the file "Armour Definitions" to add extra armors

you cannot add any new materials though, only versions of Plastic, Alu, Tite and Steel (well you could name them different things but the game will only support those four textures)

Offline The Marionette Man

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Re: Just some component making questions
« Reply #3 on: March 12, 2011, 01:11:56 PM »
Well, it's strange because I remembeer downloading some new armors, like tape.

Offline Trovaner

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Re: Just some component making questions
« Reply #4 on: March 12, 2011, 04:19:07 PM »
1. As Joe stated, all you need to do is change the base to ControlBoard in the Component.txt.

2. You can set the base to Chassis but it will cause an error if you try to attach it like a normal component. It also doesn't appear to have any effect on the armor types.

3. You can add more armor types but you can't add new textures. The format for the Armour Definitions file is:
Code: [Select]
MaterialName
Description
Texture
ArmorID WeightValue PunctureValue HeatValue ConcussionValue
To my knowledge, the Texture line doesn't do anything but be sure to use an ArmorID between 0 and 3 (inclusive). The EXE looks at the ID and uses an associated texture file (0:plastic, 1:aluminum, 2:steel, 3:titanium). The weight and concussion (becomes the chassis HP) values are the only ones that appear to be used (after being multiplied with the surface area). The puncture and heat values seem to be unused ATM but the EXE refers to them as those names.

Offline The Marionette Man

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Re: Just some component making questions
« Reply #5 on: May 06, 2011, 11:15:38 PM »
1. As Joe stated, all you need to do is change the base to ControlBoard in the Component.txt.

2. You can set the base to Chassis but it will cause an error if you try to attach it like a normal component. It also doesn't appear to have any effect on the armor types.

3. You can add more armor types but you can't add new textures. The format for the Armour Definitions file is:
Code: [Select]
MaterialName
Description
Texture
ArmorID WeightValue PunctureValue HeatValue ConcussionValue
To my knowledge, the Texture line doesn't do anything but be sure to use an ArmorID between 0 and 3 (inclusive). The EXE looks at the ID and uses an associated texture file (0:plastic, 1:aluminum, 2:steel, 3:titanium). The weight and concussion (becomes the chassis HP) values are the only ones that appear to be used (after being multiplied with the surface area). The puncture and heat values seem to be unused ATM but the EXE refers to them as those names.


Thanks