Cyborg design
Cyborg design
I have enabled Cyborg design, see attached pictures of the Viper machine gunner and the legged tank flamer ;D
The factories can even produce them, and they work fine ingame. The Viper machine gunner is really fast for a cyborg
Now I will design killer cyborgs and own you all
OK, this is of course a hack, but I like the general idea. Why not do the same for Cyborgs as for tanks? Assemble them from legs, body and weapon/system. There wouldn't be many options with the current cyborg parts, but this would also allow to delete unused designs and tidy up the cyborg factory menu.
I have tried to figure out how to add "legs" to the propulsion types. Looks like there was already something planned in the code. But it's all so obfocuted I dont see where it is defined. Looks like all game data are read in rom files and stored on the heap(!!), of course all well hidden in macros. Last trace I can find are the .wrf files in the data/.svn directory. But I really don't find it :'(
Anybody got a clue?
For all of you interested in the cyborg design hack, just comment out the following lines from src/design.c, line 903:
while ((psTempl != NULL) && (i droidType != DROID_TRANSPORTER /*HACK: &&
psTempl->droidType != DROID_CYBORG &&
psTempl->droidType != DROID_CYBORG_SUPER &&
psTempl->droidType != DROID_CYBORG_CONSTRUCT &&
psTempl->droidType != DROID_CYBORG_REPAIR &&
psTempl->droidType != DROID_PERSON */)
{
apsTemplateList = psTempl;
i++;
}
/* next template */
psTempl = psTempl->psNext;
}
The factories can even produce them, and they work fine ingame. The Viper machine gunner is really fast for a cyborg
Now I will design killer cyborgs and own you all
OK, this is of course a hack, but I like the general idea. Why not do the same for Cyborgs as for tanks? Assemble them from legs, body and weapon/system. There wouldn't be many options with the current cyborg parts, but this would also allow to delete unused designs and tidy up the cyborg factory menu.
I have tried to figure out how to add "legs" to the propulsion types. Looks like there was already something planned in the code. But it's all so obfocuted I dont see where it is defined. Looks like all game data are read in rom files and stored on the heap(!!), of course all well hidden in macros. Last trace I can find are the .wrf files in the data/.svn directory. But I really don't find it :'(
Anybody got a clue?
For all of you interested in the cyborg design hack, just comment out the following lines from src/design.c, line 903:
while ((psTempl != NULL) && (i droidType != DROID_TRANSPORTER /*HACK: &&
psTempl->droidType != DROID_CYBORG &&
psTempl->droidType != DROID_CYBORG_SUPER &&
psTempl->droidType != DROID_CYBORG_CONSTRUCT &&
psTempl->droidType != DROID_CYBORG_REPAIR &&
psTempl->droidType != DROID_PERSON */)
{
apsTemplateList = psTempl;
i++;
}
/* next template */
psTempl = psTempl->psNext;
}
- Attachments
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- cybdes3.jpg (2.85 KiB) Viewed 7884 times
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- cybdes2.jpg (2.11 KiB) Viewed 7886 times
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- cybdes1.jpg (2.63 KiB) Viewed 7889 times
Re: Cyborg design
WTFLOL
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
Re: Cyborg design
...
...
...
Ummm...
Is these... THINGS are produced by the cyborgs factories or the classic factory?
~~If someone asks you to sudo rm -rf anything don't do it.~~
[url=http://youtube.com/watch?v=ks-N4rI_1RU&feature=related]
This Guy for PRESID
[url=http://youtube.com/watch?v=ks-N4rI_1RU&feature=related]
This Guy for PRESID
Re: Cyborg design
Well, the legs with the tank turrets can be produced by the cyborg factories. But by default cyborg factories don't produce viper bodies. So I did another hack and made the function validTemplateForFactory() in src/structure.c always return "true". Now any factory can produce everything. I can produce VTOLS in the cyborg factory. With this I get the VTOL cyborgs
Hm... Still struggling with the data/stats folder. There are so many .txt inside that look like the definition of EVERYTHING in this game, but my changes don't have any effect :-\
EDIT: Quite late now, but I have understood how it works, or almost. When I play around with the txt files in /stats I can equip the scavengers with howitzers that make Gauss canon sound. But some of the txt files simply have no effect. propulsion.txt and body.txt I mean. What's the secret behind these files? Is it related to the .svn folder?
Also something seems to be wrong with the makefile. The changes in the txt files will only be compiled if I delete warzone.wz before. Normally make should be able to detect changes and remake warzone.wz if it depends on the txt files...
Any idea?
Hm... Still struggling with the data/stats folder. There are so many .txt inside that look like the definition of EVERYTHING in this game, but my changes don't have any effect :-\
EDIT: Quite late now, but I have understood how it works, or almost. When I play around with the txt files in /stats I can equip the scavengers with howitzers that make Gauss canon sound. But some of the txt files simply have no effect. propulsion.txt and body.txt I mean. What's the secret behind these files? Is it related to the .svn folder?
Also something seems to be wrong with the makefile. The changes in the txt files will only be compiled if I delete warzone.wz before. Normally make should be able to detect changes and remake warzone.wz if it depends on the txt files...
Any idea?
Last edited by R3dP!pe on 02 May 2008, 02:20, edited 1 time in total.
Re: Cyborg design
you can add the command-line parameter 'warzone2100 --datadir PATH_TO_DATA' and don't have to make the .wz-file every timeAlso something seems to be wrong with the makefile. The changes in the txt files will only be compiled if I delete warzone.wz before. Normally make should be able to detect changes and remake warzone.wz if it depends on the txt files...
Code: Select all
Is it related to the .svn folder?
for further information: http://subversion.tigris.org/
Code: Select all
EDIT: Cool But some of the txt files simply have no effect. propulsion.txt and body.txt I mean. What's the secret behind these files?
lol it looks funny^^
Re: Cyborg design
Cool, this works. Much faster now!you can add the command-line parameter 'warzone2100 --datadir PATH_TO_DATA' and don't have to make the .wz-file every time
I have found the problem with body.txt and propulsion.txt. They need to be added to stats.wrf, and the respective .db files need to be removed from it. Now I can start playing around with it.
Re: Cyborg design
Hell, you could even save on research costs and make it so that the turret research unlocks the relevant cyborg weapon, rather than having to research all of the different cyborg variants.R3dP!pe wrote:OK, this is of course a hack, but I like the general idea. Why not do the same for Cyborgs as for tanks? Assemble them from legs, body and weapon/system. There wouldn't be many options with the current cyborg parts, but this would also allow to delete unused designs and tidy up the cyborg factory menu.
Though TBH, Cyborg upper bodies as turrets on vehicles would look pretty cool too, if somewhat impractical in terms of design.
Re: Cyborg design
Cyborg bodies on tank propulsion..
Anyone ever played Smash TV?
Anyone ever played Smash TV?
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
- HolyDragoon
- Trained
- Posts: 60
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- Location: Portugal
Re: Cyborg design
This makes me thing about a new research breakthrough for Warzone...
Battlewalkers!
Battlewalkers!
"Relativity applies to Physics, not Ethics." - Albert Einstein
-
- Regular
- Posts: 611
- Joined: 10 Nov 2006, 16:54
Re: Cyborg design
HolyDragoon wrote:This makes me thing about a new research breakthrough for Warzone...
Battlewalkers!
I forsee AT-AT's shortly.
- HolyDragoon
- Trained
- Posts: 60
- Joined: 13 Jun 2008, 13:02
- Location: Portugal
Re: Cyborg design
Or Mammoths MkII
Legged Propulsion + Multi Turrets + Super Heavy bodies= Some fun things to build!
Legged Propulsion + Multi Turrets + Super Heavy bodies= Some fun things to build!
"Relativity applies to Physics, not Ethics." - Albert Einstein
- lav_coyote25
- Professional
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- Joined: 08 Aug 2006, 23:18
Re: Cyborg design
themousemaster wrote:HolyDragoon wrote:This makes me thing about a new research breakthrough for Warzone...
Battlewalkers!
I forsee AT-AT's shortly.
there was a star wars type mod with both at-at's and small walkers as well for the original warzone 2100... cant remember who did it though... if i find it i will advise.
Re: Cyborg design
http://www.worldforceclan.com/downloads.html
Scroll down and DL the ultimate mod pack.
'Tis in there.
Scroll down and DL the ultimate mod pack.
'Tis in there.