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Forum » Codename PANZERS Phase 1 & 2 » Modding & Customization » Change the units properties.
Change the units properties.
Friday, 2009-06-12, 7:49 PM

Message # 1

Spanishrepublicansoldiers

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Registered: 2009-04-13
Messages: 25
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¿How can i modified the health and damage of the units? And how can I extract the original missions of codename Panzers I and II ? I try to make missions and the missions of the game is a great example to look.

greetings happy

PD: I finish a winter camo to the german crew soldier. I post here later cool

 

 

Sunday, 2009-06-14, 12:32 PM

Message # 2

VPf2
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Generalissimo
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Registered: 2009-01-23
Messages: 312
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Health: Open the units' unit file and change the value in "Unit.Common.HP" (for example: Unit.Common.HP = 400).
Damage: Change the value of "Unit.Gunners.0.Gunner.Damage" (the primary weapon),
"Unit.Gunners.1.Gunner.Damage" (the secondary weapon), and so forth.

Missions are in the main.pak/maps folder. Extract them with PANZERS Unpacker. Mission localized files (*local.ini) are in en/ita/spa/rus/fr/.../.pak archive.

 

 

Sunday, 2009-06-14, 1:33 PM

Message # 3

Spanishrepublicansoldiers

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Thanks cool . I already tried removing the " missions ini" but does not work, so I follow your advice happy . I think we should change the values of damage and defense to make the game more real. For example, the sniper can eliminate one unit of 1 shot.

greetings

 

 

Sunday, 2009-06-14, 1:51 PM

Message # 4

VPf2
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Generalissimo
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Registered: 2009-01-23
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Hey, there's already a realism mod if your looking for one. Check for "Panzerblitz Mod" on the net.
 

 

Sunday, 2009-06-14, 3:45 PM

Message # 5

Spanishrepublicansoldiers

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yeah, i know it. A few months ago i downloaded them, but the archives are corrupt. cry

One question: How can you install my mods (german green camo), Because i put all the files in mods, but the mod dont appears cry

greetings

Message edited by Spanishrepublicansoldiers - Sunday, 2009-06-14, 5:17 PM
 

 

Monday, 2009-06-15, 4:03 PM

Message # 6

VPf2
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Generalissimo
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Registered: 2009-01-23
Messages: 312
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If you want to replace the original skin, put it in Mods/units/mechanical under the exact original name. Make sure Mods directory is written in game.ini (Search = .\mods; ./main.pak; ./spa.pak;;).
 

 

Wednesday, 2009-06-24, 2:32 PM

Message # 7

Spanishrepublicansoldiers

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One question: The buildings of codename panzers are create by autocad?

PD: My computer crashed last friday surprised

 

 

Wednesday, 2009-06-24, 7:58 PM

Message # 8

VPf2
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Generalissimo
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No, all the models were created by 3DS Max then converted to the "StormRegion 4D" format using a custom converter (which is not accessible for the public). Besides, here are all the extensions related to AutoCAD. No sign of 4D though.
 

 

Monday, 2009-06-29, 2:38 PM

Message # 9

Spanishrepublicansoldiers

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Call of duty 2 soudbass:

hey, if you liked the soundbass of call of duty 2, DOWNLOAD HERE:

http://www.4shared.com/get/61486079/89f5f82e/banda_sonora_cod2bro.html

GREETINGS biggrin

 

 

Sunday, 2011-02-27, 1:08 AM

Message # 10

Macer

Major general
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Registered: 2010-12-10
Messages: 170
Reputation: 2

I have Phase 3 2.0 and I tried to adjust the guns' priorities in ...\CP3-Main\units .unit files, but nothing changes in the game. What am I doing wrong?
 

 

Sunday, 2011-02-27, 7:48 AM

Message # 11

phrostee

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Registered: 2011-02-24
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Macer,

What are you trying to accomplish with the changes you are making? And what are you changing to reach your goal?

 

 

Sunday, 2011-02-27, 11:57 AM

Message # 12

Macer

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Registered: 2010-12-10
Messages: 170
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I'm trying to repair the thing that some tanks' machineguns are classified as armor piercing guns, which makes playing inconvenient, to put it mildly. After that I would like to make the guns destroy a tank with one shot, so it would be more realistic.

Message edited by Macer - Sunday, 2011-02-27, 11:58 AM
 

 

Sunday, 2011-02-27, 1:39 PM

Message # 13

phrostee

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OK, I can help you with correcting the machine gun problem, but I don't know how to do the second.

To correct guns look for this line

Unit.Gunners.X.Gunner.WeaponType = 1

X is the Gunner number of the machine gun you want to correct. Change the entry from 1 to 0, so that it looks like this:

Unit.Gunners.X.Gunner.WeaponType = 0

That will set the machine gun to act normally. Save the file after you've made the change.

This line sets the damage type the weapon does; 0 for rifles, machine guns, and smgs; 1 for direct fire anti-tank weapons; 2 for indirect fire weapons (artillery and field guns); 3 for flamethrower type weapons. The percentage of the damage that is applied to what target is set in the unitvariables.ini file at these lines:

;---------------- DAMAGE TYPE(%) ----------------------
DamageBullet_To_UnarmouredVehicles = 0.25
DamageBullet_To_ArmouredVehicles = 0
DamageBullet_To_Building = 0
DamageBullet_To_Infantry = 1.0

DamageAT_To_UnarmouredVehicles = 1.0
DamageAT_To_ArmouredVehicles = 1.0
DamageAT_To_Building = 0.75
DamageAT_To_Infantry = 0.35

DamageHE_To_UnarmouredVehicles = 1.0
DamageHE_To_ArmouredVehicles = 0.5
DamageHE_To_Building = 0.8
DamageHE_To_Infantry = 0.5

DamageFire_To_UnarmouredVehicles = 0.65
DamageFire_To_ArmouredVehicles = 0.2
DamageFire_To_Building = 0.5
DamageFire_To_Infantry = 1.0

I hope this helps at least some. Sorry I couldn't help with the instant kill problem.

Whoops, this line should be either

Unit.Gunners.X.Gunner.HandToHand / Ranged.Ranged.Projectiles.0.Projectile.Name = Projectile machine-gun

or,

Unit.Gunners.X.Gunner.HandToHand / Ranged.Ranged.Projectiles.0.Projectile.Name = Projectile gun

for the same Gunner as the machine gun you want to correct.

Message edited by phrostee - Sunday, 2011-02-27, 1:45 PM
 

 

Friday, 2011-04-01, 11:19 PM

Message # 14

Macer

Major general
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Registered: 2010-12-10
Messages: 170
Reputation: 2

Ah! I was just looking into a wrong folder! biggrin Everything works now. Thanks, nevertheless. Instant kills will just need increasing the damage.

Added (2011-03-16, 5:17 PM)
---------------------------------------------
Ok, I've finished. If anybody wants to have normal machineguns in tanks, tell me, I can upload the .units files somewhere.
Next question: how to make a tank able to tow things?

Added (2011-04-01, 11:19 PM)
---------------------------------------------
Hey! Is anybody here?! I have another question: about the "Unit.Common.ArmourType =" line. Are there any armour types apart from 2 - tanks and 1 - cars? Are we able to create any? Where can I find something about it? I'm thinking of making two types of tank armour: one possible to be pierced by guns <75mm, and the other one >75mm, so that a Pz II couldn't destroy Mauses.

Message edited by Macer - Friday, 2011-04-01, 11:20 PM
 

 

Sunday, 2011-04-03, 8:36 PM

Message # 15

VPf2
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Generalissimo
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Registered: 2009-01-23
Messages: 312
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No, you can't add anything like that without recreating the whole game. All the parameters are probably coded into the *.exe file.
 

 

Monday, 2011-04-04, 8:57 PM

Message # 16

Macer

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Registered: 2010-12-10
Messages: 170
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OK, but what about towing?
 

 

Wednesday, 2011-04-06, 7:08 PM

Message # 17

Daweo

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Registered: 2011-02-12
Messages: 5
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how to make a tank able to tow things?
Perhaps:
Tank with towing function = artillery tractor + armour + gun [as a armament of tractor](?)
OR
Tank with towing function = armoured truck + gun [as a armament of truck](?)
Perhaps...
 

 

Thursday, 2011-04-07, 12:59 PM

Message # 18

VPf2
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Generalissimo
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Registered: 2009-01-23
Messages: 312
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Towing is simple. Open the 4D file and add a dummy called "hook", the towed vehicle will be attached at the towing vehicle at this dummy.
For a unit to be towed the process is the same, only the dummy's name will be "hole_r".
 

 

Thursday, 2011-04-07, 5:53 PM

Message # 19

Macer

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Registered: 2010-12-10
Messages: 170
Reputation: 2

How to create a dummy? I opened the .4d editor and i can't see any way to create anything.
 

 

Thursday, 2011-04-07, 11:35 PM

Message # 20

VPf2
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Generalissimo
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Messages: 312
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Right-Click "SCEN" hover your mouse over the expanding menu and click "Add DUMMY Object".
 

 

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