About this mod
Enhanced Modding Capabilities (EMC) provides new attributes to rules.ini/aftrmath.ini modders. The core tenets are to 1) preserve existing vanilla gameplay and behaviors such that rules.ini and game mods made in the last 25 years will function as intended and 2) meaningfully expand the modification options to gamelay via .ini (text) edits.
- Permissions and credits
- Mirrors
- Changelogs
There are links below which will link to the source code of this mod as well as the Steam workshop item.
-BurstDelay-
This sets the time between each shot in a Burst OR *inherent* Burst
The attribute is measured in Game Frames in the same way that ROF is. By default this value is 3. The minimum is 1. Additionally BurstDelay will be honored for weapons that are set as both Primary and Secondary for a unit regardless if the Burst value is set.
Example:
; medium anti-armor cannon
[105mm]
Damage=50
ROF=50
Range=5.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE
BurstDelay=10
Burst=3
-Weapons-
If you're interested in creating some new and unique weapon entries it is quite an easy feat:
Add the [Weapons] section to your aftrmath.ini (this is most reliable ini file to use and an example is included)
:Example:
[Weapons]
FlamingTusk=1
Crazy120mm=1337
Then add your new Weapon entry. The number after the equal sign is required; yet, it can be any number and it is not necessary for it to be unique. In this example FlamingTusk and Crazy120mm are the new weapons and below we focus only on our "FlamingTusk".
Add your new weapon entries anywhere in the ini file:
[FlamingTusk]
Damage=50
ROF=60
Range=4
Projectile=Fireball
Speed=15
Warhead=Fire
Burst=4
BurstDelay=10
Add your new weapon to a unit:
[4TNK]
Secondary=FlamingTusk
Primary=Crazy120mm
IndependentFire=1
-Warheads-
If you're interested in creating some new and unique warhead entries it is quite an easy feat:
Add the [Warheads] section to your aftrmath.ini (this is most reliable ini file to use and an example is included)
:Example:
[Warheads]
NewAP=420
Then add your new Warhead entry. The number after the equal sign is required; yet, it can be any number and it is not necessary for it to be unique.
Add your new warhead section anywhere in the ini file:
[NewAP]
Spread=4
Wall=yes
Wood=yes
Verses=35%,85%,85%,100%,25%
Explosion=4
InfDeath=3
Add your new warhead to a weapon; in this example Crazy120mm is a new custom weapon that will use the new warhead:
[Crazy120mm]
Damage=75
ROF=90
Range=5.25
Projectile=Cannon
Speed=40
Warhead=NewAP
Report=CANNON1
Anim=GUNFIRE
Burst=4
BurstDelay=15
-Independent Fire-
This attribute,when set to yes on any unit with both a Primary and Secondary weapon that does NOT match, will permit the unit to treat each Weapon independently for the purposes of rearming the weapons. In vanilla, all weapons fire is linked to the same re-arming timer (Primary weapon, actually). such that those mammoth tusks and depth charges are not available until the main cannons are ready to fire. A 4TNK unit section with the attribute IndependentFire=yes can be in mid-reload of the main cannons and the mammoth tusk will fire upon approaching infantry or aircraft without delay.
IndependentFire=no ;default value. uses vanilla-rearming logic, linking all reloads times to Primary Weapon.
-AddWeapons-
This new attribute permits the rules.ini mod author to mount up to 4 weapons on buildings, units, infantry, vessels, and aircraft. Up to 4 weapons can be added using any combination of the Primary, Secondary, and AddWeapons attributes. Only the AddWeapons attribute supports more than one weapon name, with comma separation. It is possible to set Primary and Secondary to "none' and then enter all the weapons desired on a unit using only the AddWeapons attribute. Please see the following example; furthermore, this mod includes an example aftmath.ini which incorporates using AddWeapons to give the mammoth tank another weapon (because it needed more) and the Heavy Tank a M60!
[4TNK]
Prerequisite=weap,stek
Primary=Crazy120mm
Secondary=FlamingTusk
AddWeapons=MammothTusk
Strength=900
Armor=heavy
TechLevel=10
Sight=10
Speed=10
Owner=soviet
Cost=1700
Points=200
ROT=5
Tracked=yes
SelfHealing=yes
Crewed=yes
Explodes=yes
IndependentFire=yes
An example of ALL these new capabilities combined is found to be exercised against the Mammoth Tank and Heavy Tank in the included aftrmath.ini file. Please enjoy!
When Secondary Weapons have a shot salvo greater than 1 (that is Burst > 1) and the Primary Weapon does NOT a shot salvo (Burst = 1), the Secondary Weapon will now fire it's salvo correctly.
When the Primary Weapon and the Secondary Weapon are the same, Burst > 1 is now honored, with the salvo alternating between the 2 weapon hardpoints. (The example above will demonstrate this if used.)
Salvos greater than 2 (Burst > 2) will now fire all their shots before using the ROF value.
Under Construction on git:
https://github.com/JohnnyJigglez/CnC_Remastered_Collection_ModUtils/tree/dev
Please take a look if interested in finer detail of what this mod does.
Steam Workshop link:
https://steamcommunity.com/sharedfiles/filedetails/?id=2547976568
Add capability to give rules.ini modders the ability to define new projectiles/units/buildings/animations
Expose hard coded animation attributes to modders via ini like Red Alert 2 does.
Separate mod/branch for performing research and applying "Upgrades" to battlefield units/structures.
Make the animated recoil of a weapon determined by weapon attribute instead of a hard-coded unit attribute.
Give the ability to select if given a turreted unit, which weapons will fire from the main hull or the turret.
Expose weapon's fire offsets per unit instead of using hardcoded values.
Create fun mods in the Steam Workshop which exercise the new attributes exposed by this mod.
Add RULES.INI PROCESSING TO TD.... there will be rejoicing in the streets that were paved 25 years ago.