ignacioc91 Posted January 23, 2012 Posted January 23, 2012 Hi there!!! Does someone know how to add objects to a terrain_type.ini file? Adding an object in the types.ini, enables me to succefully populate target areas!!! Thanks!!!! 1 1 Quote
+KnightWolf45 Posted January 23, 2012 Posted January 23, 2012 check a stock types ini or from another terrain and see how its done Quote
+Soulfreak Posted January 23, 2012 Posted January 23, 2012 (edited) it is very easy. As cocas said. check one file and you will understand it.... you must edit the *types.ini and the *targets.ini of that terrain. And you have to use of course the right coordinates. Edited January 23, 2012 by Soulfreak Quote
Wrench Posted January 23, 2012 Posted January 23, 2012 copy and paste maybe??? hell, that's how I do it, then simply do the renaming of the needed/wanted/desired object Quote
ignacioc91 Posted January 23, 2012 Author Posted January 23, 2012 copy and paste maybe??? hell, that's how I do it, then simply do the renaming of the needed/wanted/desired object Thanks for your reply!!! My question is, with what information should I fill in the spaces: This entry is for generic AAA: [TargetType059] Name=AAA FullName=AAA TargetType=AAA UseGroundObject=TRUE ActiveYear=0 TargetValue=50 RepairRate=3.22 StartDetectChance=50 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=100 The following is what I want to add. It's a M-55 Quad gun. I took the entries for Name=; FullName=; TargetType=; ActiveYear=; GroundObjectType=; from the terrain.ini and terrain_DATA.ini files. The M-55 Quad does not appear. IN THE TYPES.INI FILE: [TargetType193] Name=M55_Quad FullName=M55 AAA TargetType=M55_Quad ActiveYear=1943 TargetValue=50 UseGroundObject=TRUE GroundObjectType=M55_Quad RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect DestroyedModel=Truck_DESTROYED.LOD SecondaryChance=100 IN THE TARGET.INI FILE: Target[017].Type=M55_quad Target[017].Offset=-171.948,292.170 Target[017].Heading=90 Thanks for your time!!!!!! Quote
Wrench Posted January 24, 2012 Posted January 24, 2012 The "Name=" sectin can be anything you want it to be. Keep it simple, keep it easy. Don't forget, that US units usually use a hyphenated name (ie: M-55 Quad, M-35A Truck, M-113 APC). It's the "FullName=" that shows in target view. Always leave AAA as generic, unless its 100% (or better) historically known accuratly, that said unit was in said position on said date. Let the game populate them randomaly. The Game Engine has some exceedingly, overriding, powerful issues with 'directly called' AD units in the _targets.ini (this includes EWRs, SAM launchers, SAM radars, etc.) They will not show on RWR (either vector or TEWS,), or show in such a random fashion as the render the RWR almost useless. Or just not show up at all. This become mostly apparent with Blue Side/NATO units, as the game really don't quite know what to do with them. (was never designed for Blue SAMs, but we've made them work) OTH, for Soviet/WarPac units that are networked via a SON-9 Firecan or other gun-laying radar -and there's a s**tload of them, all set up and downloadable all over the place-, they should be set up in batteries surrounding the radar unit. Extensive study of Soviet Air Defence doctrine would be advisable here. remember, as a Terraformer, you're not just building cities and roads, you have to have all the accurate data for each and every one of the target areas being created. Quote
ignacioc91 Posted January 24, 2012 Author Posted January 24, 2012 The "Name=" sectin can be anything you want it to be. Keep it simple, keep it easy. Don't forget, that US units usually use a hyphenated name (ie: M-55 Quad, M-35A Truck, M-113 APC). It's the "FullName=" that shows in target view. Always leave AAA as generic, unless its 100% (or better) historically known accuratly, that said unit was in said position on said date. Let the game populate them randomaly. The Game Engine ™ has some exceedingly, overriding, powerful issues with 'directly called' AD units in the _targets.ini (this includes EWRs, SAM launchers, SAM radars, etc.) They will not show on RWR (either vector or TEWS,), or show in such a random fashion as the render the RWR almost useless. Or just not show up at all. This become mostly apparent with Blue Side/NATO units, as the game really don't quite know what to do with them. (was never designed for Blue SAMs, but we've made them work) OTH, for Soviet/WarPac units that are networked via a SON-9 Firecan or other gun-laying radar -and there's a s**tload of them, all set up and downloadable all over the place-, they should be set up in batteries surrounding the radar unit. Extensive study of Soviet Air Defence doctrine would be advisable here. remember, as a Terraformer, you're not just building cities and roads, you have to have all the accurate data for each and every one of the target areas being created. I was wondering If I could have NATO and blue side air defences as goos as soviet ones, with artillery, PATRIOT and HAWK missiles. It's a pitty we cannot. As you said, I'll let the gamepopulate the areas randomly. Thanks for your time!!!! Quote
Wrench Posted January 24, 2012 Posted January 24, 2012 Lemme straighten that out .... you can have whatever you want on the map ... there are just limitation as to how the engine populates. I would seriously suggest stopping work on whatever you're doing, and study, play, examine, take apart, etc, pretty much all of the last 4 or 5 of my terrain mods. Use the WoVSQMD to study layouts (it'll give you an idea, albeit without proper reference as to 'on the tile placements', but a good general idea nonetheless as how things work). This is the single hardest thing in the SF World that can/is attempted by anyone -- proper, accurate terrain/target creation. That's why there's "a hands worth" of people doing it out of all the other modders and types of mods out there. It requires an attention to detail that crosses the border into OCD. Not everyone has this required ability ... as some really s**tty terrain mods in the past has shown. and keep a loaded firearm nearby ... it might come in handy at some point (as everyone that's ever attempted this will atest to). 1 Quote
ignacioc91 Posted January 24, 2012 Author Posted January 24, 2012 Lemme straighten that out .... you can have whatever you want on the map ... there are just limitation as to how the engine populates. I would seriously suggest stopping work on whatever you're doing, and study, play, examine, take apart, etc, pretty much all of the last 4 or 5 of my terrain mods. Use the WoVSQMD to study layouts (it'll give you an idea, albeit without proper reference as to 'on the tile placements', but a good general idea nonetheless as how things work). This is the single hardest thing in the SF World that can/is attempted by anyone -- proper, accurate terrain/target creation. That's why there's "a hands worth" of people doing it out of all the other modders and types of mods out there. It requires an attention to detail that crosses the border into OCD. Not everyone has this required ability ... as some really s**tty terrain mods in the past has shown. and keep a loaded firearm nearby ... it might come in handy at some point (as everyone that's ever attempted this will atest to). Hi Wrench, I really appreciate your time and dedication to explain to this newbie how things work. Thanks a lot!!! Sometimes, when something doesn't work, I want to throw everything to hell. This community has always beeen helpfull!!!! I'll do as you say, and study a bit more in detail how a terrain is formed, its .ini, and the SFP1 world. Kind regards, Ignacioc91 Quote
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