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In history, there is always the question “what if?” What if the Greeks had lost to the Persians, what if Napoleon had conquered England, what if the Battle of Britain had been lost? In Operation Apocalypse, we ask one of the most intriguing questions of all: What if Hitler had been assassinated? This is where our story begins.



 

One huge mod has been released. Word is: GZM-7. Some of you might remember GZM 5.5. This is huge leap forward. Over 1500 units, some 130 maps, big number of infantry types, many buildings and objects, changed gameplay.



 

Have you ever heard for JNA mod? You did? Great, you will get more info about it.
You didn't? Well, let me introduce it to you.


JNA 1987 Mod is the newest creation of the young developing team. Already they have managed to amaze me. Scope of their project is fictional global conflict in 1987., with aim of presenting Yugoslav Peoples Army or Jugoslovenska Narodna Armija. Very strong army, comprised of heavy equipment, with modern doctrines, multiethnical troops with strong ideology.


 

Around 6 and a half years have passed since our great game Blitzkrieg went into the sales and we have got a great basis for modifying and enjoying strategy: battles with dozens of tanks, hundreds of troops, airplanes screaming while bombing from the sky - all in front of you, under your control.

For that we thank Nival and CDV for bringing us this.

I wish all of you very happy New Year, everything best in the upcoming year and many more hours ofr happines. Be sure to keep your Blitzkrieg instalation on: we are expecting many new projects come to the release. Fall Weiss, Apocalypse, JNA, GZM...we are staying here and waiting for more Blitzkrieg fun. Our devoted friends, players and modders: keep up with your work, enjoy the life and Blitzkrieg like so far.

Long live Blitzkrieg and all it's players. Cheers.


 

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CONSTS.XML Parameter Descriptions
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Saturday, 14 March 2009 10:55

consts.xml Parameter Descriptions

 

The consts.xml file contains the core gameplay parameters for Blitzkrieg and is the critical file to understand when creating gameplay modifications. In Blitzkrieg (and the expansions) the comments in consts.xml are in Russian but Warper from Nival Interactive provided an English translation some time ago.
The English-commented version of the file can be downloaded here:

(COMING SOON)

By default, consts.xml is stored inside the data.pak archive in the Blitzkrieg run\data folder.

<Infantry>
SquadMemberLeaveInterval

When soldiers leave something there will be such interval between squads

SniperCamouflageIncreasePerSegment

The probability of revealing sniper decreases by this value per 1 segment

SniperCanouflageDecreasePerShoot

Each shot the probability of decamouflage is increased. 1.0 - maximal camouflage

TimeBeforeSniperCamouflage

The time sniper should stay idle to camouflage again ( ticks )

TimeOfLyingUnderFire

The time of lying under fire ( ticks )

LyingSoldierCover

Probability to hit lying soldier

RadiusOfFormation

Maximum distance to go away from formation centre ( AI points )

LyingSpeedFactor

Multiplier for crawling speed

SpyGlassRadius

Binocular viewing radius ( AI points )

SpyGlassAngle

Binocular viewing angle ( degree, full angle)

StandLieRandomDelay!

Random on lying/standing ( ticks )

MaxDistanceToThrowGrenade

Maximum distance from what soldiers will try to throw a grenade (AI points)

</Infantry>

<Aviation>

FighterInterceptOffset

From that distance of general's units will happen an attempt to intercept enemy airplanes.

LongPeriodProbability

With this probability the period of airplane sending will be increased in PeriodMultiply times.

FighterPeriodMax / FighterPeriodMin

Once per this time FIGHTERS will fly on intercept if there is a threat, that enemy planes will fly above out units.

PeriodMax / PeriodMin

Airplanes will appear with this lag - if someone ordered them.

ScoutFreePoint

Scout will go to this point if there is no general's unit in this radius

ScoutPointsPerMap

Points will be spreaded upon the map ( in amount of subj * subj ) and scout will fly through hidden ones.

</Aviation>

<Swarm>

IterationDurationRandom + IterationDuration

It's the time of one attack iteration. Iteration ends after this time or when all tanks stay without work.

WaitTimeRandom + WaitTime

It's the time of waiting for striking first gathering (the rest of units won't be waited). It's abandoned if all necessary units gather before this time. seconds

MinWeight

The square of the biggest weight is chosen. If its weight exceeds MinWeight, then mobile reserves attack is allowed

WeightCoefficient

All mobile reserves are counted according to formula WeightCoefficient * fWeight of cell a, then they gather in a "meeting circle" and are sent to square with enemy.

Iterations

After one swarm is finished, attack stops and new decision is made - whether to send them to new attack or put back into reserve. Maximal attacks count happens to be Iterations

</Swarm>

<Intendant>

DangerousCellRadius

If a truck was killed in some place, other trucks won't go to this radius circle for an assigned time. It's the radius of "Dangerous circle"

ProbabilityToRecaptureStorage

It's the probability (once per UpdatePeriod) for general to send forces to recapture storage

ProbabilityToRepairStorage

It's the probability (once per UpdatePeriod) for general to send trucks to repair storage

ResupplyCellPeriodAfterDeath (seconds)

It's the time the circle is treated as dangerous after the death of a truck here. There is some random time also, up to Intendant.ResupplyCellPeriodAfterDeath + Intendant.ResupplyCellPeriodAfterDeathRandom. Trucks aren't send to "dangerous cells"

ResupplyCellPeriodAfterDeathRandom (miliseconds)

It's the random time the circle is treated as dangerous after the death of a truck here. There is some fixed time also: Intendant.ResupplyCellPeriodAfterDeath. Trucks aren't send to "dangerous cells"

RecaptureStorageMaxUnits

Maximal total price of units for recapture General.Intendant.RecaptureStorageMaxUnits

</Intendant>

<Artillery>

TimeToForgetAntiArtillery

The time to forget about counter-artillery circle (ticks)

TimeToForgetUnit

The time to forget about unit (ticks)

TimeToArtilleryFire

The "probability" time to shoot enemy position with artillery (ticks). After that new random value is checked vs. ProbabilityToShootAfterArtilleryFire

ProbabilityToShootAfterArtilleryFire

The probability to continue artillery fire after TimeToArtilleryFire

ShootsOfArtilleryFire

The amount of shots the general will make (depends on most slow gun)

MinWeightToArtilleryFire

Minimal weight of cell to compress it with artillery

MinWeightToSendBombers

Minimal weight of cell for sending bomber there

</Artillery>

TimeDontSeeTheEnemyBeforeForget

The time enemy units are forgotten after they left LOS

TimeDontSeeAABeforeForget

The time enemy AA guns are forgotten after they leave LOS.

PlayerForceMultiply

The multiplayer on units force vs. general's units (only for internal general calculations of forces strength).

<Aiming>

ShturmovikDistanceFactor

ShturmovikDistanceFactor/DistanceInAIPoints + F( coefficient of target designation) - we get a rating of unit, for storm bomber targeting.

</Aiming>

<Engineers>

RepairCostAdjust

The multiplier of 1 HP cost for repair needs ( for all HPObjects).

MineAPersRuPrice/ MineATankRuPrice.AntitankRuPrice

The cost of mine in RU

EngineerRuCarryWeight

One engineer moves that amount of RU per trip to a storage (and back to truck)

EngineerLoadRuPerQuant

Engineer load that amount of RU into truck per quant

MineVisRadius

Radius, in which engineer sees mines ( AI points )

MineClearRadius

Radius, in which engineer clears mines ( AI points )

TimeQuant

Quant of engineer work

EngineerRepearPerQuant

This amount of RU can be spend by one engineer in TimeQuant

EngineerFenceLenghtPerQuant

The length of fence in segments per TimeQuant per engineer

EngineerEntrenchLenghtPerQuant

The length of trench in segments per TimeQuant per engineer

EngineerResupplyPerQuant

This amount of RU can be spend by one engineer in TimeQuant on resupplying

EngineerMineCheckPeriod

Engineers look for mines once per this time (ms)

</Engineers>

<Aviation>

MechNuberToDropBombs

Minimal Mech units to drop bombs to

InfantryNuberToDropBombs

Minimal sprite units to drop bombs to

PlaneGuardStateRadius

Radius for fighters to intercept

DiveBeforeExplodeTime

Time in milliseconds - the airplane will fall for this time (RND of it) before explosion

DiveAfterExplodeTime

The time in mislliseconds - airplane will fall for this time after explosion.

MinDiveAngleForDiveBombers

If bomber dive angle exceeds this one, it's already divebomber.

MinHPToShturmovikDropBombsCoeff

If (hp in radius)*K > BombDamage then bomb!

StartRandom

For random spreading of airplane appearance points - along the airplane direction, in its BoundingBox sizes.

PlanesBombHeight

The height divebomers start dropping bombs from is H = (PlaneHeight - PlaneMinHeight) * PlanesBombHeight

HeavyFormationDistance

The same as LightFormationDistancem but for bombers and transport planes

DivebomberVertManeurRatio

Vertical turning radius is lower in this number of times than horisontal turning radius - for bombers and divebombers

ShturmovikApproachRadius

The distance from with dive bomber chooses combat course.

PlaneMinHeight

Minimal airplane height in points.

FighterPatrolTime

The time Fighter partols the point it was called to (seconds)

FighterPathUpdateTime

Once this time Fighter checks where its target moved

ShturmovikPathUpdateTime

The same for storm bombers

PlaneTiltPerSecond

The speed on tilt changes for airplanes that can do it

PlaneGuardStateRadius

Guard radius for fighers

</Aviation>

<Buildings>

DefaultFireplaceCoverage

Cover for firing cells in buildings. FinalCover = DefaultFireplaceCoverage * Building->FireplaceCoverage

CureSpeedInBuilding

Speed of healing in buildings ( HP / tick )

TimeOfBuildingAlarm

The time of alarm lasts in a building ( ticks )

CampingTime

The time soldiers gather in a building before take part in a storm ( AI ticks )

InsideObjWeaponFactor

Multiplier on weapon range for soldiers fire inside objects

InsideObjCombatPeriod

Amount of time two soldiers fight inside object ( AI ticks )

BurningSpeed

Burning speed of buildings ( % of max hp / AI tick)

HPPercentToEscapeFromBuilding

The per cent of building health when soldiers leave it

</Buildings>

<Artillery>

ArtilleryRevealCoefficient

Weapon RevealRdius is divided by this value and then multiplied by AntiArtilleryRadius to draw circles on counter-artillery mini-map

ThresholdInstallTime

Time limit for install/uninstall time, guns make it themselves if it's below the limit ( AI ticks )

ShootsToRange

Shots counter to reach best zero-in dispersion

RandgedDispersionRadiusBonus

Dispersion coefficient after zero-in completion

RangedAreaRadius

Radius of zero-in shooting ( AI points )

RelocationRadius

The radius artillery shoud move to to "drop" it's locaion info ( AI points )

MaxAntiArtilleryRadius

Maximal circle radius around firing artillery ( AI points )

MinAntiArtilleryRadius

Minimal circle radius around firing artillery ( AI points )

ShotsToMinimizeLocationRadius

Number of shots to, reduce circle around firing artillery from MaxAntiArtilleryRadius to MinAntiArtilleryRadius ( AI points )

AudibilityTime

Time of showing firing artillery circle ( AI ticks )

RevealCirclePeriod

Period between firing artillery circles ( AI ticks )

RadiusToStartAntiartilleryFire

Radius of firing artillery circles when enemy artillery starts counter-battery fire ( AI points )

</Artillery>

<Paratroopers>

PlaneParadropIntervalPerpMin / PlaneParadropIntervalPerpMax

For spreading across the plane direction.

ParatrooperFallSpeed

Vertical paradroppers speed (points)

ParadropSpred

Paradropper can move aside while falling (to avoid falling on locked tiles)

PlaneParadropInterval

Distance in points between 2 positions of paradroppers

ParatrooperGroundScanPeriod

Once per this time (ms) paradroppers check if they fall to locked tiles

</Paratroopers>

<Morale>*

ResupplyRadius

Morale trucks in this region make raise units morale (AI points)

MoraleDecreasePerTick

Morale decrease for unsupplied units (moral/ AI tick )

ProbabilityToDecreaseMorale

Probability to lose morale this tick

MoraleAdditionPerTick

General's car adds such a morale amount per tick

MinValue

Minimum possible morale for a unit

CoeffToLowMoraleWithoutOfficer

Morale decreases this times faster if squad has no officer

DispersionCoeff

Coefficient on dispersion dues to morale [ disp_cur = disp/(Morale + k*(1-Morale) same for RelaxCoeff, AimingCoeff ]

RelaxCoeff

Coefficient on relax time due to morale

AimingCoeff

Coefficient on aiming time due to morale

</Morale>*

<AntiAviationArtillery>

AimIterations

Targeting is made by iterations. This is the number of iterations.

</AntiAviationArtillery>

<TransportAndResupply>

MainStorageHealingSpeed

Main storage is healed with this speed (HP/sec)

ResupplyRadius

Radius in which truck searches someone to repair/resupply, points

TransportLoadTime

Truck loads at storage this so much ms

TransportLoadRuDistance

Distance from which a truck sends loader (engineer) to a storage

ResupplyOffset

Truck can reach the point of Resupply & Repair with this mistake in points.

ResupplyBalanceCoeff

The concernment of unit in formula: WorkToDo * Coeff + 1 / Distance, used for Resupply & Reload. Work - cost of repair/resupply in RU.

ResupplyMaxPathLenght

For points under resupply search (AI tiles)

SoldierRUPrice

Cost of the soldier in RU, for medical truck

TakeStorageOwnershipRadius

Radius in which only enemy units should be to change storage possessor.

MedicalTruckHealRadius

Radius in which medical truck heals soldiers

MedicalTruckHealPerUpdateDuration

The amount of health a medical truck (the one that can't do ResupplyHumanResource command) heals in 1 BehUpdateDuration.

LandDistance

Distance from truck to the place where infantry goes after unload

</TransportAndResupply>

<Follow>

StopRadius

Radius from leader where others can stop

EqualizeSpeedRadius

Radius from leader, in which speed of followers should be evened with his one

GoRadius

Radius that makes followers to go after leader

WaitRadius

Radius, that makes leader to stop and wait followers

</Follow>

<CombatSituation>

DamageToCombatSituation/ TimeDamageToCombatSituation

Summary damage in time unit, to threat situation as combat one.

MovingEnemy(Mech/Infantry)Number

Number of visible enemies to decide situation as combat one.

</CombatSituation>

<Weather>

TimeToFadeOff

Timer forweather effect fading.

Time + TimeRandom

Timer for how long weather is turned on (seconds)

Period + PeriodRandom

Period of weather changes (seconds).

FireRangeCoefficient

Coefficient on fire range under bad weather

</Weather>

<Flags>

Radius

Flag zone (AI points)

PointsSpeed

Points per second

PointsToReinforcement

Points to get reinforcements

TimeToCapture

Time at flag zone to capture it (ticks)

PlayerPointsSpeed

Points per second regardless of flags

</Flags>

<Common>

MaxFireRangeToShootByLine

This is the maximum distance to shoot with trajectory LINE - in AI points (AI.tile = 32 AI.point)

UnitEntrenchTime

Units wish square of 1 A.I. tile becomes entrenched in this time (ms).

FenceSegmentRuPrice/ TrenchSegmentRuPrice

It's the cost of one trench/fence segment for building.

HpPercentageToWaitMedic

When unit has less HP than this amount, it cries for medic

AmbushBeginAttackCriteria

Part of units that can attack from ambush to start whole ambush attack.

TrajectoryBombG

Acceleration of gravity for bombs (points/tick^2)

TrajectoryLineRatio

When we shoot by curved trajectory shell flies that part of trajectory by line

TankTrackHitPoints

Track health (for repairing).

NumToScanInSegm

Number of units for which full scan is made per segment

AABehUpdateDuration

Time between behavior updates ( ticks ) for AA guns against airplanes

BehUpdateDuration

Time between behavior updates ( ticks )

SoldierBehUpdateDuration

Time between behavior updates ( ticks ) for soldiers

DeadSeeTime

Time to see with eyes of dead ( ticks )

TimeToReturnGun

Time to return turret in default position after a shot ( ticks )

TimeBeforeCamouflage

Time to stay in idle to camouflage ( ticks )

RadiusOfHitNotify

Radius, in which soldiers see for explosions to decide need of falling prone (AI points)

TimeOfHitNotify

Time between updates checks on explosions, to lay prone ( ticks )

CallForHelpRadius

Radius to charge enemy in shared sight area ( AI points )

AICallForHelpRadius

Radius for an AI unit to charge enemy in shared sight area ( AI points )

TimeToDisappear

Time after destruction the technics is removed from battlefield

GuardStateRadius

Maximal distance from guarded point in guard state ( AI points )

GoodAttackProbability

Armour penetration proability, after which there is no need to manouver

AreaDamageCoeff

Coefficient on area damage

MinRotateAngle

Minimal angle to turn base while turret attacks to make a position better (degree)

CoeffForRandomDelay

Aiming time and relax time are multiplied by Random ( 1.0f, CoeffForRandomDelay )

HeightForVisRadiusInc

How much we should get up on z axis to increase view radius by 1 AI tile

FatalityProbability

Probability of unconditional fatality (woops... and R.I.P. scenario unit)

DamageForMassiveDamageFatality

Minimal damage per cent for massive damage fatality

MassiveDamageFatalityProbability

Probability of massive damage fatality

TimeOfPreDisappearNotify

For internal programmers usage, time for client to report about dead unit

ArmorForAreaDamage

Maximal armor that area damage can penetrate

</Common>

<TargetResolution>

fKillEnemyTime

We kill enemy in this ms

fEnemyKillUsTime

Enemy kills us in this ms

fHPPercent

Per cent of health of enemy

fPrice

AI price of enemy

fDistFromCenter

Distance in points from appearance point to enemy location

fTimeToGo

Absolute value((airplane direction - direction to target) / 360 degree):

DistanceToCenter / fDistFromCenter +
( 0.8f + fHPPercent * 0.2f ) * fAlphaAttack1 * Min( 0.0f, fKillEnemyTime - F_LIMIT_TIME ) -
( 0.8f + fHPPercent * 0.2f ) * fAlphaAttack2 * Max( 0.0f, fKillEnemyTime - F_LIMIT_TIME ) -
fAlphaGo * fTimeToGo -
fAlphaKill * fEnemyKillUsTime +
fPrice * fAlphaPrice;


The targets are chosen by the maximum of formula.

</TargetResolution>

<RevealInfo>

Query

Probability to uncover unit (thrown once per [1,2] sec.)

MovingOff

Probability to cover unit back, since it no more fires (thrown once a [1,2] sec.)

Distance

Distance from uncover point to hide point (AI points)

Time

Visible in this time after uncovering (in ticks)

</RevealInfo>

<TerrainSounds>

NonCycledMinRadius

NonCycledMaxRadius - standard hearing radiuses for uncyclic terrain sounds

CriticalWeight

For res 1024x768 the amount of 1 sounding terrain squares for terrain to sound most louder. Recalculated for other resolutions.

MinRadius - MaxRadius

In screen parts. for calculation of sound from screen centre.

Pause + PauseRandom

Pauses between two uncyclic terrains sounds

NumSounds

Number of terrains sounding simultaneously.

</TerrainSounds>

<SpeedTuning>

SoundCellSize

The size of sound cell. For speed tuning.

MapSoundCellSize

The size of sound cell for map sounds. For speed tuning.

</SpeedTuning>

<MapSounds>

MinCountToPlayLooped

Number of sounds in one cell to turn on cycled sound instead.

PeriodRandom/Period

Time gap between map sounds.

UpdateTime

Time between recalculations of sounds, perscribe in the map.

</MapSounds>

<Acknowledgements>

BoredIntervalRandom / BoredInterval

Time (ms) between 2 "bored"s

MinUnitsToTravel

Soldiers start to sound march sound if they are packed in that amount in march formation.

MinUnitsToRush

If this amount of soldiers runs into attack they start to cry "hurrah".

SelectionsBoredCounter

If you select unit this number of times, it will brat.

WaitForCancel

If Positive is got and not Negative got in this amount of time, Positive is played

MinRadius-MaxRadius

Standard for all radii of audibility

</Acknowledgements>

<StreamingSounds>

CombatMusicVolume/IdleMusicVolume

Volume of the music in combat/idle according to StreamMasterVolime. From 1 to 0.

CombatMusicFade

Time of combat music fading off.

SilentPause

Minimal pause after combat music fade off before Idle music start

SilentPauseRandom

Random part for pause after combat music fade off before Idle music start

PauseBetween2Idles

Pause betwee two IDLE melodies.

CombatMusicPlayWONotify

Armistice should last for this time for IDLE music to start

</StreamingSounds>

<CombatSounds>

FearTime

The time after combat sound a peace sound won't be played.

FearRadius

All peace sounds in this radius stop when combat sound is played.

</CombatSounds>

* Morale was not implemented in the Blitzkrieg engine and so adjusting these values will have no effect on gameplay.

 


This tutorial is provided by Lee Campbell aka [BKP]

You can download this tutorial in MS Word DOC file

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