Change the units properties.
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Friday, 2009-06-12, 7:49 PM |
Message # 1 |
Spanishrepublicansoldiers
Lieutenant
Veteran User
Registered: 2009-04-13
Messages: 25
Reputation: 0
| ¿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 PD: I finish a winter camo to the german crew soldier. I post here later
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Sunday, 2009-06-14, 12:32 PM |
Message # 2 |
VPf2
Owner of the Website
Generalissimo
Administrator
Registered: 2009-01-23
Messages: 312
Reputation: 12
| 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.
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Sunday, 2009-06-14, 1:33 PM |
Message # 3 |
Spanishrepublicansoldiers
Lieutenant
Veteran User
Registered: 2009-04-13
Messages: 25
Reputation: 0
| Thanks . I already tried removing the " missions ini" but does not work, so I follow your advice . 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
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Sunday, 2009-06-14, 1:51 PM |
Message # 4 |
VPf2
Owner of the Website
Generalissimo
Administrator
Registered: 2009-01-23
Messages: 312
Reputation: 12
| Hey, there's already a realism mod if your looking for one. Check for "Panzerblitz Mod" on the net.
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Sunday, 2009-06-14, 3:45 PM |
Message # 5 |
Spanishrepublicansoldiers
Lieutenant
Veteran User
Registered: 2009-04-13
Messages: 25
Reputation: 0
| yeah, i know it. A few months ago i downloaded them, but the archives are corrupt. One question: How can you install my mods (german green camo), Because i put all the files in mods, but the mod dont appears greetings
Message edited by Spanishrepublicansoldiers - Sunday, 2009-06-14, 5:17 PM |
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Monday, 2009-06-15, 4:03 PM |
Message # 6 |
VPf2
Owner of the Website
Generalissimo
Administrator
Registered: 2009-01-23
Messages: 312
Reputation: 12
| 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;;).
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Wednesday, 2009-06-24, 2:32 PM |
Message # 7 |
Spanishrepublicansoldiers
Lieutenant
Veteran User
Registered: 2009-04-13
Messages: 25
Reputation: 0
| One question: The buildings of codename panzers are create by autocad? PD: My computer crashed last friday
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Wednesday, 2009-06-24, 7:58 PM |
Message # 8 |
VPf2
Owner of the Website
Generalissimo
Administrator
Registered: 2009-01-23
Messages: 312
Reputation: 12
| 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.
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Monday, 2009-06-29, 2:38 PM |
Message # 9 |
Spanishrepublicansoldiers
Lieutenant
Veteran User
Registered: 2009-04-13
Messages: 25
Reputation: 0
| 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
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Sunday, 2011-02-27, 1:08 AM |
Message # 10 |
Macer
Lieutenant general
Veteran User
Registered: 2010-12-10
Messages: 177
Reputation: 3
| 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?
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Sunday, 2011-02-27, 7:48 AM |
Message # 11 |
phrostee
Private
User
Registered: 2011-02-24
Messages: 4
Reputation: 0
| Macer, What are you trying to accomplish with the changes you are making? And what are you changing to reach your goal?
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Sunday, 2011-02-27, 11:57 AM |
Message # 12 |
Macer
Lieutenant general
Veteran User
Registered: 2010-12-10
Messages: 177
Reputation: 3
| 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 |
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Sunday, 2011-02-27, 1:39 PM |
Message # 13 |
phrostee
Private
User
Registered: 2011-02-24
Messages: 4
Reputation: 0
| 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 |
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Friday, 2011-04-01, 11:19 PM |
Message # 14 |
Macer
Lieutenant general
Veteran User
Registered: 2010-12-10
Messages: 177
Reputation: 3
| Ah! I was just looking into a wrong folder! 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 |
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Sunday, 2011-04-03, 8:36 PM |
Message # 15 |
VPf2
Owner of the Website
Generalissimo
Administrator
Registered: 2009-01-23
Messages: 312
Reputation: 12
| No, you can't add anything like that without recreating the whole game. All the parameters are probably coded into the *.exe file.
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Monday, 2011-04-04, 8:57 PM |
Message # 16 |
Macer
Lieutenant general
Veteran User
Registered: 2010-12-10
Messages: 177
Reputation: 3
| OK, but what about towing?
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Wednesday, 2011-04-06, 7:08 PM |
Message # 17 |
Daweo
Sergeant
Veteran User
Registered: 2011-02-12
Messages: 5
Reputation: 0
| 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...
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Thursday, 2011-04-07, 12:59 PM |
Message # 18 |
VPf2
Owner of the Website
Generalissimo
Administrator
Registered: 2009-01-23
Messages: 312
Reputation: 12
| 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".
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Thursday, 2011-04-07, 5:53 PM |
Message # 19 |
Macer
Lieutenant general
Veteran User
Registered: 2010-12-10
Messages: 177
Reputation: 3
| How to create a dummy? I opened the .4d editor and i can't see any way to create anything.
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Thursday, 2011-04-07, 11:35 PM |
Message # 20 |
VPf2
Owner of the Website
Generalissimo
Administrator
Registered: 2009-01-23
Messages: 312
Reputation: 12
| Right-Click "SCEN" hover your mouse over the expanding menu and click "Add DUMMY Object".
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