Jump to content
  • Armor.ini


    OWA
    • Supported Version: W3D Engine 5.0

    Armor.ini defines not only the skin/shield types that W3D can use, but also the various types of warhead that weapons, explosions, etc. use.

    • [Warhead_Types]
    • [Armor_Types]
    • [Soft_Armor]
    • [Armor_Save_IDs]
    • [Scale_...]
    • [Shield_...]
    • [Special_Damage_Type]
    • [Special_Damage_Probability]
    • [Special_Damage_...]
    • [Impervious_...]
    • [Visceroid_Probability] 

    [Warhead_Types]

    Warhead types is a list of the various warheads that your mod uses. The list starts from zero and is in the format below:

    Example

    [Warhead_Types]
    0=None
    1=Earth
    2=Bullets
    3=TankShell
    4=FlamethrowerWarhead
    5=BadFlamethrowerWarhead

     

    [Warhead_Save_IDs]

    This is simply the warhead types list, but with the number at the end, rather than at the beginning.

    Example

    [Warhead_Save_IDs]
    None=0
    Earth=1
    Bullets=2
    TankShell=3
    FlamethrowerWarhead=4
    BadFlamethrowerWarhead=5

     

    [Armor_Types]

    Armor types defines what different skins and shields that you have. The list is in the same format as Warhead_Types.

    Example

    [Armor_Types]
    0=None
    1=Blamo
    2=InfantrySkin
    3=FlakJacketArmor
    4=FlameproofSkin

     

    [Soft_Armor]

    This list defines if a skin/shield can have an Ammo with a SoftPierceLimit greater than 0 penetrate straight through it. Both the unit's skin and shield type must be on this list if a shot is to go through. The list is in the same format as the Warhead_Types list.

    Example

    [Soft_Armor]
    0=None
    1=InfantrySkin

     

    [Armor_Save_IDs]

    This list is simply the Armor_Types list, but in the same, reversed format as Warhead_Save_IDs.

    Example

    [Armor_Save_IDs]
    None=0
    Blamo=1
    InfantrySkin=2
    FlakJacketArmor=3
    FlameproofSkin=4

     

    [Scale_...]

    There are a number of Scale_... entries, one for each armor type that you have. Each entry has every type of warhead you have defined in Warhead_Types, with a number following which is the damage multiplier for that warhead towards that armor. A multiplier of 0 will do no damage, a multiplier of 1 will do full damage, a multiplier of 2 will do double damage, and so on.

    Example

    [Scale_InfantrySkin]
    None=1
    Earth=1
    Bullets=1
    TankShell=0.2
    FlamethrowerWarhead=2
    BadFlamethrowerWarhead=0.75

     

    [Shield_...]

    There are also a number of Shield_... entries. These entries aren't mandatory if you are only going to use the armor type as a skin, but if you are going to use it as a shield type, then these entries are required. Each entry has every type of warhead you have defined in Warhead_Types. The number that follows is the percentage of damage that the armor absorbs (and then gets removed from the armor bar). The remaining percentage gets removed from the health of the player.

    A value of 0 will mean that damage from that warhead bypasses that shield type, a value of 1 means that the armor absorbs the damage fully.

    Example

    [Shield_FlakJacketArmor]
    None=1
    Earth=0
    Bullets = 0.5
    TankShell= 0
    FlamethrowerWarhead= 0
    BadFlamethrowerWarhead= 0.5

     

    [Special_Damage_Type]

    This block defines what special damage type a warhead has. For example, a flamethrower with a burning effect would have a special damage of type Fire, etc. Warheads don't require this.

    Example

    [Special_Damage_Type]
    FlamethrowerWarhead=Fire
    BadFlamethrowerWarhead=WeakFire

     

    [Special_Damage_Probability]

    This block defines how the percentage chance that a warhead will deal special damage. 1 means it will always deal it, 0 means it will never, etc. 

    Example

    [Special_Damage_Probability]
    FlamethrowerWarhead=1
    BadFlamethrowerWarhead=0.25

     

    [Special_Damage_...]

    There are a number of special damage entries, one for each type of special damage you have defined. Warhead defines what warhead the special damage does, duration is how long it lasts for in seconds, and Scale is damage multiplier for the special damage. (The original weapon's per shot damage is multiplied by this, and applied over the period of time.)

    Example

    [Special_Damage_Fire]
    Warhead=None
    Duration=5
    Scale=1
     
    [Special_Damage_WeakFire]
    Warhead=None
    Duration=2.5
    Scale=0.5
     
    [Special_Damage_HealingOverTime]
    Warhead=MedicalWarhead
    Duration=5
    Scale=-10

     

    [Impervious_...]

    With this, you can make certain armor types impervious to special damage. Note that the unit's skin type is what's checked for imperviousness, not the shield type.

    Example

    [Impervious_Fire]
    0=None
    1=Blamo
    2=FlameproofSkin

     

    [Visceroid_Probability] 

    This defines the percentage chance that a killing shot from this warhead will create a Visceroid. If a warhead isn't listed, then it will never make a Visceroid. This will usually be unused. The type of object that will be created can be set, however, in the "Global Settings>General>General" Preset, under VisceroidName.

    Example

    [Visceroid_Probability]
    NastyChemicalWeapon=1
    NotSoNastyChemicalWeapon=0.25

     


    User Feedback

    Recommended Comments

    There are no comments to display.



    Join the conversation

    You can post now and register later. If you have an account, sign in now to post with your account.
    Note: Your post will require moderator approval before it will be visible.

    Guest
    Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
    Add a comment...

    ×   Pasted as rich text.   Paste as plain text instead

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...