My First ARMTS Mod: Heroic

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Secg
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My First ARMTS Mod: Heroic

Post by Secg »

Greetings, any who still play AMRTS after one decade.

I am not the best AMRTS player, nor the best modder. Still, I put a lot of time & efforts into making this Heroic mod.

Download link no longer exists! Sorry!

All original muliplayer maps are included, but not Custom Maps, sorry :|

To multiplay,
  • (1) each player needs to have one Heroic mod's most recently-patched copy,
    (2) open the same Army Men RTS Heroic.exe application, and
    (3) none must tamper with the .cfg files.
No need to install, just download the whole zip file Army Men RTS Heroic, extract it into any Drive, open the extracted folder Army Men RTS Heroic, click on the application Army Men RTS Heroic.exe and ENJOY! :SWEET:

Cautionary Notes: DO NOT extract the zip file Army Men RTS Heroic into your existing AMRTS root-directory under any circumstance.

If you mess up somehow:

Download Clan E]x[F's Ruhani (?)'s AMRTS copy from here

[/list]

Some Features:
  • All generic Army units & defenses now use the "Random" TargetStyle, meaning that players can bait enemies into attacking high-health units like tanks or heroes, encouraging players to outmaneuver each other;

    Players can now create & control 10 squads, numbered from 1 to 0;

    Early Campaign missions shall still be Easy-Peasy ;) ; yet later ones shall be progressively Harder 8) .

    Many Medal requirements had been changed.

    Grunts, Machinegunners, Guardtowers, Pillboxes, Halfltracks & Choppers have slightly more Firepower;
    Mortar Man & Shrap can now attack infantry & vehicles, however, you must issue them explicit attack orders, otherwise they will just stand still;
    All Heroes are much tougher & stronger 8) (except Hoover) :-(( ;
    All Heroes now have "hero" armor type, making them highly resistant to generic army units' weapons;
    All Insects & Spiders, whether wild or hostile, all have "creep" armor type, taking reduced damage from machine-guns, rockets, tank shells & mortar shells.
    The Generic Sniper gets outranged by :S: Bullseye;

    Super HQ no longer needs Barracks, takes 45 secs to be upgraded;
    Super Duper HQ no longer needs Garage, takes 75 secs;
    To encourage Infantry battles ; Super Barracks now costs 300 pl, & takes only 30 secs to be upgraded;

    To make counter-units match each other's tiers:
    AA guns now require Super Duper HQ.
    Minesweepers are built from Super HQ.

    Minesweepers & Radio Operators cost both Plastic & Electricity.

    To prevent Tank-Rush, tanks now require Super Garage;
    Pillboxes now consistently outranges Tanks, but will still lose to Tanks in 1on1 fight (by a pretty narrow margin tho)
    Tanks' Shells only deal 35% damage to Infantry & 15% against Heroes (that still does not mean a Bazooka man can 1v1 a tank & win; it only allows massed Bazooka to defeat massed Tanks more easily; on the other hand, Riff will defeat a Tank 1on1);
    Tanks & Halftracks cost more;
    Each Halftrack & Chopper costs 2 Command Pts, each Tank 3 Command Pts, making vehicle-massers reach their unit limit much quicklier :lol: .


    & Many more
Acknowledgements:

Credits to 3DO & Pandemic Studio's former staffs for creating & publishing this amazing game;

to TommyCD1 for instructions on how to make Advanced Squad Control & Expand Unit Display

to Arisen for tips on how to make additional Armor Types.
Last edited by Secg on Fri Jun 28, 2019 11:08 am, edited 33 times in total.
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Updates Blog

Post by Secg »

Fixed issues with Guardstower & Choppers' weapons' greater effectiveness against heroes than intended.

Reduced DumDum's Explosions' Effectiveness against Heroes from 100% to 10% (that still does 100 dmg though).
Fixed minor issues on Story campaign Mission S01 & S06.

Minor changes to story campaign's mission 2.
Rebuff the Bazooka Man's rockets' effectiveness against Infantry (25% to 50%).

Fixed issues with Great Battle's mission 3's two teams having no starting region, making the whole mission unplayable.

Fixed issues with Blintz' Eastern Healer having "hero" armor,
Reduced Bazooka's Rocket's & Mortar's Shells' effectiveness against infantry to 35%,
Increase both weapons' effectiveness against heroes to 25%.

Increased DumDum's dmg against Heroes (only Thick & Tanks & PillBoxes can survive the Blast)
Increased Bazookamen's missiles' effectiveness against Infantry to 50%
Increased Tank's shells' effectiveness against Infantry to 35%.

Minor updates to Story Missions 1 & 3
Some Heroes are too strong, so they got slightly nerfed.

Minor updates to Story Missions 15 ending cinematics.
Major updates in terms of HP, weapons' effectiveness, price, command points, for Guardtower, Halftrack, Chopper, & Tank.
In the Tank-vs-Pillbox Battle, the Tank will always win, yet the Pillbox will still come close.
Blintz' HP increased to 9000 & clad in Hero armor 8)

Radio Operators' Cost increased to 300 Pl & 450 El
Halftrack gains a massive boost of HP: from 800 to 1000. However, costs increased to 200 Pl & 250 El.

Hotfixes: Tanks' shell's damage reduced from 90 to 75.

Missions are now all locked.

Paratroopers Airstrike no longer costs Electricity
Mortarmen gained +5 attack damage
Increased Mortars' Shells' effectiveness against Infantry & Heroes
Reduced effectiveness of Tanks' Shells to Infantry from 35% to 25%.

Bug Fix: Players can now GB mission Garden Siege's bonus objective "Destroy all Containers" without any Error Message:
Balance: Mortarmen's shells' dmg increased to 90; however, their shells shan;t be as effective against Infantry, Creep, & Heroes as Shrap's.
Tanks' Shells' effectiveness against Infantry increased to 35%.
Last edited by Secg on Tue Dec 26, 2017 6:36 pm, edited 13 times in total.
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Re: My First ARMTS Mod: Heroic

Post by TommyCD1 »

Suggestions: while this is completely acceptable on it's own, maybe try making a custom map which contains all these modifications, that way one can easily pick up and play the mod without actually desyncing the game, just incase they're not interested in the mod for the whole game or every match, like yours truly?
:GAME:
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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Custom Maps

Post by Secg »

Well, I am not a good mapmaker myself. Yet I'll heed your suggestion & will make my modded units to be campaign-exclusive & gb-exclusive. I just want to confirm if I put various copies of my modded .cfg into each Mission's Folder, then the game will take priority in reading those instead of from base.x.
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Re: My First ARMTS Mod: Heroic

Post by TommyCD1 »

Yes, assuming all your edits are confined to base.x and ingame.x, then placing all the files into a mission .x will supercede the originals when launching the map. You don't even have to make a new map, you can just take something like Doubles and patch it as a demonstration map.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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Heroic Heroes in CO Doubles

Post by Secg »

Alright, I included all my modded .cfg files into Dauntless' CO-doubles as a Demonstration. To avoid confusion & inadvertently staining Dauntless' name with any bugs, I will rename the map as "Heroic Doubles". I will not rearchive the map though, as I have it renamed already.

However, before I upload Heroic Doubles, I wanna ask how to make each player start with 8 Heroes instead of just D=Sarge Hawk. I know that I need to mod the sarge.x in ruleset. I am not a CompSci major so coding is never my strongest point.
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Re: My First ARMTS Mod: Heroic

Post by TommyCD1 »

It would have been easier to just mod vanilla doubles, as you literally just have to paste all your files into the map and you're done. But if you've modded CO-Doubles, I'm not going to be sure what is part of your mod or what's part of his.

Also, there are two ways to give bases 8 heroes. The easy way is to include them in objects.cfg as they are for each team, e.g.

Code: Select all

CreateObject("army.unit.sarge", 1)
{
  MapObj()
  {
    HitPoints(1.000000);

    Position()
    {
      Pos(858.000000, 10.000000, 86.000000);
      Right(0.996589, 0.000000, -0.082519);
      Up(0.000000, 1.000000, 0.000000);
      Front(0.082519, 0.000000, 0.996589);
    }
  }

  UnitObj()
  {
    Team("team1");
  }
}
However this means that while the teams will get their heroes, if a team is unoccupied, then the heroes will remain in the map as pink neutral units.

The harder way which doesn't leave neutral units behind involves using objectives which is the coding part. Basically you give each team a unique objective

Code: Select all

CreateTeam("team8", 7)
  {
    Color(0, 0, 0);

    Relations()
    {
      With("team8", "Ally");
      With("team1", "Neutral");
      With("team2", "Neutral");
      With("team3", "Neutral");
      With("team4", "Neutral");
      With("team5", "Neutral");
      With("team6", "Neutral");
      With("team7", "Neutral");
    }

    DefaultClient(0);
    AvailablePlay(1);
    HasStats(1);
    RequireAI(0);
    Side("army");
    SideFixed(0);
    KnockedOut(0);

    Objectives()
    {
      ReaperId(215);
      ReaperId(216);
      ReaperId(217);
      ReaperId(218);
      ReaperId(220); // Your objective ID should be here and unique
    }

    StartRegion(8);
    StartPoint(0.391447, 0.838816);
    StartYaw(0.000000);
    Personality("None");
    PainCurrentCluster(0);
    UniqueScriptId(0);

    Storage()
    {
      Add("Plastic", 2000);
      Add("Electricity", 800);
    }
  }
Then in objects.cfg you need to make the objective exist ingame by placing this

Code: Select all

CreateObject("objective_start_team", 220) // object ID
{
  ObjectiveObj()
  {
    Condition();
  }
}
Remember that object ID must be identical to its reaper ID or it won't work, and you also have to include the objective eight times for each team.

Then, you'll have to make a new .cfg file using Notepad++ or a similar text editor. Here is a commentated example for you

Code: Select all

CreateObjectType("objective_start_team", "Objective") // Name in quotes must match the name defined in objects.cfg
{
  GameObj();
  ObjectiveObj()
  {
    Condition("HaveType") // Objective condition which counts a team's units
    {
      Type("*") // * is a wildcard which counts any and all units
      {
        Amount(0); // amount of units needed to complete condition
        Operator(">"); // should you have greaterthan, lessthan, or equal to the amount needed
      }
    }
    Action() // what will happen when the condition(s) are met
    {
      SpawnObjects() // command which will spawn a unit
      {
        Region("Team1"); // region on the map, this should be the team's starting region so the units spawn in the proper place
        Direction(-90); // direction the units are facing when they spawn
        Formation("Basic"); // how the units are placed when spawned
        AddType("army.unit.scorch"); // unit to spawn
      }
      SpawnObjects()
      {
        Region("Team1");
        Direction(-90);
        Formation("Basic");
        AddType("army.unit.riff");
      }
      SpawnObjects()
      {
        Region("Team1");
        Direction(-90);
        Formation("Basic");
        AddType("army.unit.thick");
      }
      SpawnObjects()
      {
        Region("Team1");
        Direction(-90);
        Formation("Basic");
        AddType("army.unit.hoover");
      }
      SpawnObjects()
      {
        Region("Team1");
        Direction(-90);
        Formation("Basic");
        AddType("army.unit.bullseye");
      }
      SpawnObjects()
      {
        Region("Team1");
        Direction(-90);
        Formation("Basic");
        AddType("army.unit.shrap");
      }
      SpawnObjects()
      {
        Region("Team1");
        Direction(-90);
        Formation("Basic");
        AddType("army.unit.vikki");
      }
    }
  }
}
So in your new .cfg, you should create this objective eight times and change them according to which team the correspond to. Once you've completed this, you can then save your .cfg as anything you like, just make sure you save the file as a .cfg file, not a .txt file.

Finally, you should open your types.cfg file and anywhere on a new line type:
  • #include "objective.cfg"
Where objective.cfg is the name you've chosen to name your file. Be sure to type .cfg at the end of the name here or your game will crash. This will tell the game to include your custom .cfg when loading the map's files and will allow your objective to begin being used ingame.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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Introductory MP Map to my Mod: Heroic Doubles

Post by Secg »

Doubles-based MP mapped n longer available for download :-((
Last edited by Secg on Wed Nov 15, 2017 7:00 am, edited 5 times in total.
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Re: My First ARMTS Mod: Heroic

Post by TommyCD1 »

It's strange, I can't seem to find any errors in the .cfg files. Can I take a look at the map itself? Where on the map do the heroes spawn? Is it all the heroes spawning for all teams, or do only select heroes or select teams spawn?
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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Problem Solved

Post by Secg »

Thanks for your willingness to help, TommyCD1. However, I've successfully solved myself the problem about 64 heroes spawning at one location 8) .

The map is also ready. Let me know your opinions.
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