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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-22-2003, 02:12 PM   #1 (permalink)
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Default Module Tag Guide

Hi all,
The ultimate modder's tool would be a guide not just to the inis, but a guide to the module tags. As most ini people know, the inis are based on little "Lego blocks"called module tags. Each of these tags gives certain properties applicable to anything. I suggest using this thread to post explinations of module tags and the parameters in them in the following format:
Behavior = TransportContain ModuleTag_05 <--- opening of the tag: module tag that adds transport properties to an object
PassengersAllowedToFire = Yes <---- can passengers shoot out of object
Slots = 5 <---- amount of spaces for objects to be put inside
; EnterSound = GarrisonEnter <---doesn't appear to be used, this was commented out
; ExitSound = GarrisonExit <---doesn't appear to be used, this was commented out
DamagePercentToUnits = 100% <-- amount of damage units inside take when vehicle is damaged, 100% means things inside die when transport is blown up
AllowInsideKindOf = INFANTRY <--- Things that can be carried, any kindof can be put here (Ex: parachutable, infantry,selectable...)
ExitDelay = 250 <--- time it takes for things to exit
NumberOfExitPaths = 3 ; <----I don't understand this one, but it has a description in the code: Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; I'm not sure what 'agressive' doesn, but EA says this parameter does this: AI Will tell people to set their mood to Aggressive on exiting
End <---- closing of tag

I have also asked EA for a guide of the module tags http://messagebrd.westwood.ea.com/cg...c;f=7;t=002045 , but if they dont reply to that thread, we might aswell make this list. So go ahead, post your knowledge here! (hehe, my plot to gain the combined knowledge of all here is complete... uh... d'oh, did i say that out loud!?!!?!!!????!
 
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Old 05-22-2003, 05:07 PM   #2 (permalink)
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"Patience, my dear Watson! Patience"

ppl are working on it...
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Old 05-23-2003, 06:39 PM   #3 (permalink)
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Yes, they're working on it, and it's a hell of a job :tard:
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Old 05-27-2003, 03:07 PM   #4 (permalink)
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lol,
its great to hear people are working on it, such a guide would take modding to a whole new level. But more interesting would be to see all the module tags that are unused in the inis; think of all the ideas EA hard-coded into the game, but abandonned early on...
 
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Old 05-27-2003, 04:22 PM   #5 (permalink)
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Yes, an ini guide would be very useful. Best of luck to those creating it. [n00b alert:] I don't suppose there's any kind of time frame or anything...
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Old 05-27-2003, 05:33 PM   #6 (permalink)
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Quote:
Originally Posted by amdahlj
But more interesting would be to see all the module tags that are unused in the inis; think of all the ideas EA hard-coded into the game, but abandonned early on...
From what I pick up, there isn't much left over that is still working in the current game version. Only a few scattered bits and pieces. Those are things Deezire already commented on...
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Old 05-28-2003, 03:39 AM   #7 (permalink)
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There are some that DZ commented on, and some that he didn't got to work yet. Some that are also stored in his Pro:Gen mod, and documented there (I guess)
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