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Old 02-24-2003, 05:53 PM   #2 (permalink)
Beige
Junior Member
 
Join Date: Feb 2003
Location: USA
Posts: 6
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The first thing I did was look for the mission where the carpet bomb was. That ended up being China, mission 5.

I looked into maps.big, and found what I was looking for in Maps\CHI05\map.ini

I copied and pasted the relevant information into my own INI file, which lay dormant on my desktop as knife.ini

Then, to make sure that I had the correct stuff, I renamed the file to map.ini and placed it in C:\Program Files\EA Games\Command and Conquer Generals\Maps\Golden Oasis\map.ini

Started up Generals and loaded a skirmish on Golden Oasis, China vs. GLA



As you can see, it worked like a charm. But the counter on the top left was kind of lame - after all, carpet bombing wasn't really a superweapon.



Gasp! That's the US bomber - we can't have China using that! That's something else to look at.



And, the aftermath.

Well, despite the alarming American bomber appearance, it seemed to go off without a hitch. Now to see if I could enable the carpet bomber for the US.

Quote:
CommandSet AmericaAirfieldCommandSet
1 = Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = Command_ConstructAmericaJetAurora
4 = Command_ConstructAmericaJetStealthFighter
7 = Command_UpgradeComancheRocketPods
8 = Command_UpgradeAmericaLaserMissiles
9 = Command_CarpetBomb
11 = Command_SetRallyPoint
12 = Command_Sell
End
From what I had managed to figure out, simply adding that key line -
Quote:
9 = Command_CarpetBomb
would enable it for any side, or any building - from airfields to barracks - from GLA to USA. I didn't add it to GLA, though - didn't seem like their kind of weapon.

Back to Generals to test...



Success! Now to make sure.






Everything seemed to be in order.



This was just to check and make sure that two airfields didn't pop up two different carpet bombing abilities. Fortunately, they don't - if you use carpet bomb at one airfield, it'll be expended at the other as well.[b]

Here's the full text to the map.ini file I used.

Quote:
CommandSet AmericaAirfieldCommandSet
1 = Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = Command_ConstructAmericaJetAurora
4 = Command_ConstructAmericaJetStealthFighter
7 = Command_UpgradeComancheRocketPods
8 = Command_UpgradeAmericaLaserMissiles
9 = Command_CarpetBomb
11 = Command_SetRallyPoint
12 = Command_Sell
End

CommandSet ChinaAirfieldCommandSet
1 = Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
9 = Command_CarpetBomb
10 = Command_UpgradeChinaMines
12 = Command_Sell
End
This adds carpet bomb to the US and China airfields.

Quote:
Object AmericaJetB52
ReplaceModule ModuleTag_03
Body = ActiveBody ModuleTag_03_Override
MaxHealth = 200.0
InitialHealth = 200.0
End
End
VisionRange = 300.0
End
I'm not quite sure what this does yet. I think it modifies the strength of the jet - if that's the case, it might be best to delete this from the file.

Quote:
Object ChinaAirfield

AddModule
Behavior = OCLSpecialPower ModuleTag_Override01
SpecialPowerTemplate = SuperweaponCarpetBomb
OCL = SUPERWEAPON_CarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
End

End

Object AmericaAirfield

AddModule
Behavior = OCLSpecialPower ModuleTag_Override01
SpecialPowerTemplate = SuperweaponCarpetBomb
OCL = SUPERWEAPON_CarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
End

End
Don't know what this does either. It appears to be related to the carpet bomb code, so I didn't mess with it.

Quote:
Object CINEExplBox
; *** AUDIO Parameters ***
SoundMoveStart = DaisyCutterWeapon

ReplaceModule ModuleTag_BODY
Body = ActiveBody ModuleTag_BODY_Override
MaxHealth = 1000.0
InitialHealth = 1000.0
End
End

AddModule
Behavior = AIUpdateInterface ModuleTag_03
End
End
Locomotor = SET_NORMAL None

; remove the default die
RemoveModule ModuleTag_DIE

AddModule
Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = CarpetBombWeapon
StartsActive = Yes
End
End

AddModule
Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 1.0
TargetHeightIncludesStructures = No
End
End

AddModule
Behavior = SpecialPowerCompletionDie ModuleTag_07
SpecialPowerTemplate = SuperweaponCarpetBomb
End
End

AddModule
Behavior = FXListDie ModuleTag_08
DeathFX = FX_CarpetBomb
End
End

AddModule
Behavior = DestroyDie ModuleTag_09
;nothing
End
End
End


; ********* CINEMATIC SETTING **************

AudioEvent CINE_B52AmbientLoop
Sounds = vb52lo2a vb52lo2b vb52lo2c
Attack = vb52lo1a
Decay = vb52lo3a
Control = loop all random
Volume = 50
Limit = 3
PitchShift = -5 5
Type = world shrouded everyone
End
I have no idea what this does - at first I didn't think it was related, but it had a few key words such as B52 and SuperWeaponCarpetBomb. Didn't mess with it either.

Next, I need to figure out...

a) how to change the China carpet bomber to a Chinese plane
b) how to remove the counter from the upper right
c) make sure that the strength of the bomber isn't being affected by that one piece of code
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