Count von Phoib 0 Report post Posted September 26, 2009 Armor defines how objects react to different types of weapons. They are fairly easy to make. The data can be found in SageXML\GlobalData\Armor.xml Each armor has an unique identifier, called 'id'. This identifier is used in an Object's XML. Example: <ArmorTemplate id="SovietAntiInfantryVehicleArmor"> is referenced in the SovietAntiInfantryVehicle as <ArmorSet Armor="SovietAntiInfantryVehicleArmor" DamageFX="VehicleDamageFX" /> (The tag DamageFX will be explained in another tutorial, and can be found in SageXML\GlobalData\DamageFX.xml ) In addition to the id, you can specify 3 other tags in the main ArmorTemplate body: Default, SideDamageScalar and RearDamageScalar. Default details how much damage is taken by all types of warheads, unless otherwise specified. The default value for this is 100. If you want to make a unit invulnerable, you have to use the value 0. Example: <ArmorTemplate id="InvulnerableArmor" Default="0"/> The tags SideDamageScalar and RearDamageScalar redefine the damage from the side and rear, respectively. They are percentages, and are set at 100 by default, which means it does not matter from which side a unit is hit, it will take the same amount of damage. If you want to increase the armor on the sides and rear, then you have to choose a higher number. If you want to decrease the armor on the sides and rear, you have to increase this number. Example: <ArmorTemplate id="BaseVehicleArmor" SideDamageScalar="105" RearDamageScalar="110" /> This example vehicle takes 105% damage from the sides, and 110% damage from the rear. You can also define the amount of damage for several different types. You define a type, and a percentage of how much damage they take. As with the DamageScalars, a lower number means less damage, a higher number means more damage. Example: <Armor Damage="AUTO_CANNON" Percent="90" /> And an example of a complete armor: <ArmorTemplate id="M1A2Armor" SideDamageScalar="105" RearDamageScalar="110"> <Armor Damage="CANNON" Percent="90" /> <Armor Damage="AUTO_CANNON" Percent="75" /> <Armor Damage="FLAK" Percent="75" /> <Armor Damage="ROCKET" Percent="120" /> <Armor Damage="EXPLOSIVE" Percent="75" /> <Armor Damage="GUN" Percent="10" /> </ArmorTemplate> (Please note that, whenever you use an extra Armor tag, you have to close the whole ArmorTemplate with . You also have to end the last tag of ArmorTemplate with >, not with /> ) You can choose the following Damage types: FORCE CRUSH SLASH PIERCE FLAME HEALING UNRESISTABLE WATER PENALTY FALLING BLAST REFLECTED PASSENGER MAGIC UNDEFINED LOGICAL_FIRE POISON LASER PLASMA FIRE ROCKET GUN CANNON GRENADE SNIPER MINE TIBERIUM STORM_SHIELD MELEE AUTO_CANNON IMPACT EXPLOSIVE CONCUSSIVE FLAK Share this post Link to post Share on other sites
DirtyHarry 0 Report post Posted November 6, 2009 Lol :) That looks alot like the code for the original cnc and RA .ini files. Greetings, DirtyHarry Share this post Link to post Share on other sites
calieigh 0 Report post Posted January 27, 2010 Oh yes, it is time for another technology,wow. :lol: Share this post Link to post Share on other sites
killakanz 0 Report post Posted February 17, 2010 You can choose the following Damage types: FORCE CRUSH Can armor really save us from that, oh Dark Lord? Share this post Link to post Share on other sites
Count von Phoib 0 Report post Posted February 17, 2010 Yes. Share this post Link to post Share on other sites
killakanz 0 Report post Posted February 17, 2010 Really?! *starts coding killakanz personal body armor to defend from Dark Lord's Force Crush attacks... Share this post Link to post Share on other sites