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Does anyone know how priority is given between similar .ini entries.  Specifically, let's say one has MaxVisibleDist=12000.0 defined in the _Types.ini file.  But within the object's separate .ini file, let's say the MaxVisibleDist=8000.0 

What entry is used?  Which one takes priority?    :dntknw:

 

 

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I think the objects ini has priority.

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I'd say the _types.ini has priority. The object's separate .ini file comes into play when that object is not used inside the _targets.ini, but it's randomly generated in single missions.

Edited by Menrva

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I've often wondered the same thing, so for most of mine I've edited them to be the same value. At one stage I was guessing in the logic of the SF game engine looks in any objects folder (think of any mod) before reverting to any other locations. I suppose deleting one of the entries would be the way to test the theory.

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Thanks for the replies.  Sounds like there's a few conflicting theories out there.  If anyone is interested in helping me with a series of test scenarios, please PM me, thanks.

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I Typicaly Try To Match My Types File View Distances To My Ground Objects View Distances When Creating Types Entries And Then Peer Into The Dll's For Reference Entries That Can Be Added For Instance.

=========================================================================================

notes about view distances

MaxVisibleDist=

TW Defaults

buildings 15000

bunkers 12000

small buildings 8000

hangers 12000

shelters 25000//20000/15000

towers 8000

runways 50000

minimum small 4000//2000

=========================================================================================

notes about shadows

[Shadow]
CastShadow=TRUE
ShadowCastDist=2000
MaxVisibleDistance=100

is optimal for weapons

[Shadow]
CastShadow=TRUE
ShadowCastDist=500
MaxVisibleDistance=500

is optimal for ground objects

[Shadow]
CastShadow=TRUE
ShadowCastDist=500
MaxVisibleDistance=2000

is optimal for ground towers/buildings

[Shadow]
CastShadow=TRUE
ShadowCastDist=100
MaxVisibleDistance=200

is optimal for ground objects small ie power cart/bomb trailer etc

[Shadow]
CastShadow=TRUE
ShadowCastDist=3000
MaxVisibleDistance=3000

is optimal for large warships

[Shadow]
CastShadow=TRUE
ShadowCastDist=500
MaxVisibleDistance=2000

is optimal for medium warships/large cargo ships

[Shadow]
CastShadow=TRUE
ShadowCastDist=500
MaxVisibleDistance=500

is optimal for small ships

[Shadow]
CastShadow=TRUE
ShadowCastDist=10000
MaxVisibleDistance=800

is optimal for aircraft/seats/pilots/fixed aircraft attachments

=========================================================================================

STRUCTURE LISTING DEFAULT

Target Types Default

TargetType=MISC
TargetType=FUEL_STORAGE
TargetType=HANGAR
TargetType=TOWER
TargetType=WINDSOCK
TargetType=MEDIUM_RUNWAY
TargetType=SMALL_RUNWAY
TargetType=LARGE_RUNWAY
TargetType=CITY_BUILDING
TargetType=COMM_BUILDING
TargetType=OIL_REFINERY
TargetType=POWER_PLANT
TargetType=COMMAND_BUILDING
TargetType=WAREHOUSE
TargetType=RADAR
TargetType=CHEMICAL_WEAPONS_PLANT
TargetType=AAA
TargetType=EW_RADAR
TargetType=SAM_RADAR
TargetType=SAM_LAUNCHER
TargetType=BRIDGE
TargetType=WEAPON_FACTORY

(POSSIBLE ADDITIONS LOCATED IN CAMPAIGN DLL)

TargetType=NUCLEAR_POWER_PLANT
TargetType=VEHICLE_FACTORY
TargetType=AIRCRAFT_FACTORY
TargetType=BIOLOGICAL_WEAPONS_PLANT
TargetType=NUCLEAR_WEAPONS_PLANT
TargetType=AMMO_STORAGE
TargetType=RAIL_STATION
TargetType=HARBOR
TargetType=ARMY_BASE
TargetType=NAVAL_BASE
TargetType=HELI_PAD

Target Types Setup xxx_TYPES.INI

[TargetType#]
Name=
FullName=
ModelName=(LOD)
TargetType=SEE LIST ABOVE*
ActiveYear=
InactiveYear=
ActiveDate=
InactiveDate=
TargetValue=
UseGroundObject=
GroundObjectType=SEE LIST BELOW*
SetToGround=
DamagePoint=
ArmorValue=
ArmorType=
RepairRate=
StartDetectChance=
StartIdentifiedChance=
IncreaseDetectChanceKey=
MaxVisibleDist=
CollisionMesh=(Airfield Objects)(_col.LOD)
ZBufferOffset=(Airfields)
FlatObject=(Airfields)
DamagedModel=
DestroyedEffect=
DestroyedModel=(LOD)
SecondaryChance=
SecondaryEffect=
Effect=(SmokeStacks)
EffectOffset=
AnimationID=(Radar Rotation ETC.)
AnimationTime=(Time Rate EXE. ASR RADAR)

GroundObjectRole=TANK
GroundObjectRole=TROOP
GroundObjectRole=APC
GroundObjectRole=RECON
GroundObjectRole=ARTILLERY
GroundObjectRole=TRANSPORT
GroundObjectRole=MOBILE_AAA
GroundObjectRole=STATIC_AAA
GroundObjectRole=MOBILE_SAM
GroundObjectRole=STATIC_SAM
GroundObjectRole=EW_RADAR
GroundObjectRole=SAM_RADAR
GroundObjectRole=COMMAND
GroundObjectRole=CARGO_SHIP
GroundObjectRole=PATROL_BOAT
GroundObjectRole=WARSHIP

SF2 GroundObjectRole Additions
GroundObjectRole=LIGHT_AAA
GroundObjectRole=AIRCRAFT_CARRIER
GroundObjectRole=BATTLESHIP
GroundObjectRole=CRUISER
GroundObjectRole=DESTROYER
GroundObjectRole=FRIGATE

At Current Game Level GroundObjectType Is Being Defined By Folder Header Name Under GroundObject!!!

Example: Name=Folder Heading GroundObjectType=Folder Heading

Default List DestroyedEffect

SmallTallStructureCollapse
MediumShortStructureCollapse
LargeShortStructureCollapse
LargeTallStructureCollapse
AmmoDumpExplosion
SmallFire
MediumOilFire
LargeOilFire
VehicleFireEffect
SmallRocketGroundExplosion
MediumRocketWaterHitEffect

Default List SecondaryEffect

SmallExplosionEffect
MediumExplosionEffect
LargeExplosionEffect
MediumBombEffect
LargeBombEffect
VeryLargeBombEffect
SmallFire
MediumFire
LargeFire
VehicleFireEffect

Default List DestroyedModels

ASR_DESTROYED.LOD
BARRACK1_DESTROYED.LOD
BARRACK2_DESTROYED.LOD
BUILDING1_DESTROYED.LOD
BUILDING2_DESTROYED.LOD
BUILDING3_DESTROYED.LOD
BUNKER1_DESTROYED.LOD
BUNKER2_DESTROYED.LOD
COMMBUILDING1_DESTROYED.LOD
CRANE_DESTROYED.LOD
DRILLINGTOWER1_DESTROYED.LOD
EOR_SHACK_DESTROYED.LOD
FIRE_DEPT_DESTROYED.LOD
FUELTANK1_DESTROYED.LOD
FUELTANK2_DESTROYED.LOD
FUELTANK3_DESTROYED.LOD
GENERATORBUILDING1_DESTROYED.LOD
GUARDTOWER1_DESTROYED.LOD
HANGAR1_DESTROYED.LOD
HANGAR2_DESTROYED.LOD
HANGAR3_DESTROYED.LOD
HQBUILDING1_DESTROYED.LOD
ILS_SHACK_DESTROYED.LOD
OILPUMP1_DESTROYED.LOD
OILTANK1_DESTROYED.LOD
SHACK1_DESTROYED.LOD
SHELTERA_DESTROYED.LOD
SHELTERB_DESTROYED.LOD
TENT1_DESTROYED.LOD
TOWER1_DESTROYED.LOD
TOWER2_DESTROYED.LOD
VBRIDGE1DEST.LOD
VBRIDGE2DEST.LOD
VBRIDGE3DEST.LOD
VINDUSTRIAL1DEST.LOD
VINDUSTRIAL2DEST.LOD
VINDUSTRIAL3DEST.LOD
VINDUSTRIAL4DEST.LOD
VPOWER1DEST.LOD
VPOWER2DEST.LOD
VPOWER3DEST.LOD
VTOWER1DEST.LOD
WAREHOUSE1_DESTROYED.LOD
WATERTOWER1_DESTROYED.LOD

BRDM_DESTROYED.LOD
CARGOSHIP_DAMAGED.LOD
CARGOSHIP_DESTROYED.LOD
JEEP_DESTROYED.LOD
RADAR_DESTROYED.LOD
SA-2_LAUNCHER_DESTROYED.LOD
TANK_DESTROYED.LOD
TANKER_DAMAGED.LOD
TANKER_DESTROYED.LOD
TRUCK_DESTROYED.LOD

CRATER.LOD
VERYSMALLCRATER001.LOD
VERYSMALLCRATER002.LOD
VERYSMALLCRATER003.LOD
SMALLCRATER001.LOD
SMALLCRATER002.LOD
SMALLCRATER003.LOD
MEDIUMCRATER001.LOD
MEDIUMCRATER002.LOD
MEDIUMCRATER003.LOD
LARGECRATER001.LOD
LARGECRATER002.LOD
LARGECRATER003.LOD
VERYLARGECRATER001.LOD
VERYLARGECRATER002.LOD
VERYLARGECRATER003.LOD

=================================================================================================

Typical Example

[TargetType313]
Name=Chinook_HC_Mk1_Static
FullName=HC Mk1 Chinook Supply Helo
TargetType=MISC
ActiveYear=1980
TargetValue=20
UseGroundObject=TRUE
SetToGround=TRUE
GroundObjectType=Chinook_HC_Mk1_Static
RepairRate=0.555
StartDetectChance=20
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=8000.0
DestroyedEffect=MediumExplosionEffect
SecondaryEffect=
SecondaryChance=0

(GroundObject)

(Chinook_HC_Mk1_Static) Folder

Chinook_HC_Mk1_Static_data.ini

[MissionData]
NationName=RAF
ServiceStartYear=1980
ServiceEndYear=2020
GroundObjectRole=COMMAND
Availability=COMMON
Exported=FALSE

[GroundObjectData]
DamagedModel=
DestroyedModel=MEDIUMCRATER003.LOD
DestroyedEffect=MediumExplosionEffect
EmptyMass=10500.0
Component[001]=Body

[Sound]
EngineSoundName=
MovementSoundName=

[DetectSystem]
TargetType=AIR_AND_GROUND
MaxVisibleDistance=8000.000000
RadarCrossSection=16.0

[WeaponSystem]
TargetType=AIR_AND_GROUND

[Body]
ModelNodeName=ch-fus
MaxExtentPosition=2.260,9.644,5.758
MinExtentPosition=-2.276,-7.935,0.000
HasArmor=FALSE

=================================================================================================

There Are Multiple Effects And Variations You Can Add To Ground Objects Plus Lighting And Gas Extrusions Like Refinery Burn Off Valves And Anti-Collision Lighting.

There Are Enough Destroyed Lod's Out There To Create Bombed Out Terrain Effects For Enhanced Terrain Mapping The Possibilties Are Indeed Massive And Input Time Extensive.

=================================================================================================

More Examples


[TargetType298]
Name=AN_FPS-90
FullName=AN/FPS-6C/90 HF Radar
TargetType=COMMAND_BUILDING
ActiveYear=1957
TargetValue=200
UseGroundObject=TRUE
GroundObjectType=AN_FPS-90
RepairRate=0.555
StartDetectChance=50
StartIdentifiedChance=10
IncreaseDetectChanceKey=10
MaxVisibleDist=15000.0
DestroyedEffect=LargeTallStructureCollapse
SecondaryEffect=
SecondaryChance=0

[TargetType134]
Name=Floodlight12m
FullName=Floodlight
ModelName=Floodlight12m.lod
TargetType=MISC
ActiveYear=0
TargetValue=0
UseGroundObject=FALSE
DamagePoint=0.010
ArmorValue=0.0
ArmorType=0
RepairRate=0.050
StartDetectChance=20
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=8000.0
DestroyedEffect=
DestroyedModel=
SecondaryChance=0
Effect=FloodLightEffect
EffectOffset=0.00,0.01,12.00

Image 000.jpg

Image 001.jpg

Image 002.jpg

Image 003.jpg

Image 004.jpg

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