Author Topic: Modding armour in the CFZ  (Read 1314 times)

Offline helloface

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Modding armour in the CFZ
« on: October 13, 2013, 02:36:56 PM »
I downloaded notepad++, but it didn't work for me. I've also heard talk about a "decompiler".

How do I get into ra2.cfz?
« Last Edit: October 13, 2013, 03:25:18 PM by helloface199 »
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Offline Mr. AS

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Re: Modding armour in the CFZ
« Reply #1 on: October 13, 2013, 02:50:15 PM »
you have to decompile it with lu-tze's cfz compiler. drag a cfz into uncfl.exe and it should decompile.

https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=90
How you make Alarm Clock Pizza is:
Step 1: You buy an alarm clock from the store, and then you have to break it and put it in the sauce.
Step 2: Fold the sauce in 5 slices and put it in the dough.
Step 3: Paint the eggs with a pitcher of a clock showing what time you want to wake up and eat pizza for breakfast.
Step 4: Put the eggs in the dough.
Step 5: Make it flat into a round shape and draw the time you want on it.
Step 6: Put some old steel to prevent other peple from stealing it.
Step 7: Make it flat and cut into 60 slices 1 for each minute in 1 our.
Step 8: Put in the oven set the timer to 30048813.2884 seconds and put the temperature on 'Volcano' setting.
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Step 10: Take it out uv the uvin wen it is redy and go to bed. In the morning eat pizza and also eat yor hands bi mistake.

Offline helloface

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Re: Modding armour in the CFZ
« Reply #2 on: October 13, 2013, 03:01:55 PM »
Thanks! So I'm assuming...

Plastic
Plastic armor is very lightweight, but offers little protection from attack.
botlab\armor_plastic.tga
0 8 0 0 80
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Offline helloface

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Re: Modding armour in the CFZ
« Reply #3 on: October 13, 2013, 03:25:07 PM »
It works! Thanks AS
Oh I'll be doing some banging.......

Offline Galacticruler

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Re: Modding armour in the CFZ
« Reply #4 on: December 17, 2013, 09:08:44 PM »
0 8 0 0 80
wait, thats what those are?

Offline helloface

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Re: Modding armour in the CFZ
« Reply #5 on: December 17, 2013, 09:25:00 PM »
I believe so.
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Offline Trovaner

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Re: Modding armour in the CFZ
« Reply #6 on: December 18, 2013, 10:39:11 AM »
0 8 0 0 80
wait, thats what those are?
The two random numbers are actually puncture and heat (I can't remember the order offhand but I have it written down in my notes somewhere if anyone is curious). Now before you get all exited, neither value is currently used by RA2. I've done extensive testing to see if it impacts any of the damage formulas and none of the references that I found are connected to running code. For this reason, it is preferred that you keep them set to 0 until a mod makes use of them. I actually started a mod last summer but I got too busy with the Bot Exchange so I put it on hold.

Offline Galacticruler

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Re: Modding armour in the CFZ
« Reply #7 on: December 18, 2013, 03:41:51 PM »
Ah, thanks for clearing that up.