logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,643
Total Threads: 8,744
Posts: 95,518

Administrators:
DeeZire, Redemption

There are currently 25 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements

DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » my map crashes because of my map.ini. what did i do wrong?

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

Reply
 
LinkBack Thread Tools
Old 05-24-2003, 06:27 PM   #1 (permalink)
Senior Member
 
Join Date: May 2003
Posts: 113
Default my map crashes because of my map.ini. what did i do wrong?

i finally got my map.ini in the right place and now my map crashes when i play it. what did i do wrong? i looked and dont see anything wrong, but this is my first time using map.ini files and there4 probably screwed it all up somewhere. here is the entire ini file:

Object ChinaAirfield
Buildable = No
End

Object AmericaAirfield
Buildable = No
End

Object AmericaTankPaladin
Buildable = No
End

Object AmericaTankCrusader
Buildable = No
End

Object AmericaVehicleTomahawk
Buildable = No
End

Object AmericaVehicleHumvee
Buildable = No
End

Object GLATankMarauder
Buildable = No
End

Object ChinaTankGattling
Buildable = No
End

Object ChinaVehicleNukeLauncher
Buildable = No
End

Object ChinaVehicleInfernoCannon
Buildable = No
End

Object ChinaTankDragon
Buildable = No
End

Object ChinaTankOverlord
Buildable = No
End

Object ChinaTankBattleMaster
Buildable = No
End

Object GLAVehicleScudLauncher
Buildable = No
End

Object GLAVehicleBombTruck
Buildable = No
End

Object GLAVehicleToxinTruck
Buildable = No
End

Object GLAVehicleQuadCannon
Buildable = No
End

Object GLAVehicleRocketBuggy
Buildable = No
End

Object GLATankScorpion
Buildable = No
End

Object GLAInfantryAngryMobNexus
BuildCost = 1200
End

Object GLAInfantryTerrorist
TransportSlotCount = 2
End

Object GLAInfantryTunnelDefender
BuildCost = 275
TransportSlotCount = 2
End

Object GLAInfantryJarmenKell
TransportSlotCount = 5
Behavior = StealthDetectorUpdate ModuleTag_08
DetectionRate = 100 ; how often to rescan for stealthed things in my sight (msec)
CanDetectWhileGarrisoned = Yes
CanDetectWhileContained = Yes
End
ArmorSet
Conditions = None
Armor = HazMatHumanArmor
DamageFX = InfantryDamageFX
End
End

Object GLAInfantryRebel
TransportSlotCount = 1
End

Object GLAStingerSite
BuildCost = 700
BuildTime = 10.0
End

Object GLATunnelNetwork
BuildCost = 600
BuildTime = 7.5
End

Object ChinaInfantryTankHunter
TransportSlotCount = 2
End

Object ChinaInfantryBlackLotus
TransportSlotCount = 5
ArmorSet
Conditions = None
Armor = HazMatHumanArmor
DamageFX = InfantryDamageFX
End
End

Object ChinaInfantryRedguard
BuildCost = 250
TransportSlotCount = 1
End

Object AmericaInfantryMissileDefender
TransportSlotCount = 2
End

Object AmericaInfantryPathfinder
VisionRange = 200
ShroudClearingRange = 350
TransportSlotCount = 3
Behavior = StealthDetectorUpdate ModuleTag_08
DetectionRate = 0 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 5 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
End

Object AmericaInfantryRanger
TransportSlotCount = 1
End

Object AmericaInfantryColonelBurton
TransportSlotCount = 5
ArmorSet
Conditions = None
Armor = HazMatHumanArmor
DamageFX = InfantryDamageFX
End
End

Object AmericaPatriotBattery
BuildCost = 900
End

Object ChinaGattlingCannon
BuildCost = 1100
End

Weapon GLAAngryMobPistolWeapon
ScatterRadiusVsInfantry = 10.0
PrimaryDamageRadius = 3.0
End

Weapon GLAAngryMobAK47Weapon
PrimaryDamage = 15.0 ;8.0
PrimaryDamageRadius = 3.0
AttackRange = 120.0
DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS
ScatterRadiusVsInfantry = 15.0
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
DelayBetweenShots = 250 ; time between shots, msec
ClipSize = 10 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 3000 ; how long to reload a Clip, msec
End

Object ChinaVehicleTroopCrawler
BuildCost = 1300
Behavior = TransportContain ModuleTag_06
Slots = 8
InitialPayload = ChinaInfantryRedguard 4 ; ChinaInfantryTankHunter 2
ScatterNearbyOnExit = Yes
End
Behavior = StealthDetectorUpdate ModuleTag_03
DetectionRate = 100 ; how often to rescan for stealthed things in my sight (msec)
End
End

Object GLAVehicleRadarVan
Behavior = StealthDetectorUpdate ModuleTag_16
DetectionRate = 100 ; how often to rescan for stealthed things in my sight (msec)
End
End

Object AmericaVehicleMedic
Behavior = StealthDetectorUpdate ModuleTag_16
DetectionRate = 100 ; how often to rescan for stealthed things in my sight (msec)
End
End

Weapon ChinaInfantryTankHunterMissileLauncher
PrimaryDamageRadius = 15.0
ScatterRadiusVsInfantry = 25.0
End

Weapon StingerMissileWeapon
PrimaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0
WeaponSpeed = 1700
End

Weapon TunnelDefenderRocketWeapon
PrimaryDamageRadius = 20.0
ScatterRadiusVsInfantry = 20.0
DamageType = FLAME
End

Weapon PatriotMissileAssistWeapon
PrimaryDamageRadius = 20.0
ScatterRadiusVsInfantry = 25.0
WeaponSpeed = 1600
End

Weapon PatriotMissileWeapon
PrimaryDamageRadius = 20.0
ScatterRadiusVsInfantry = 20.0
WeaponSpeed = 1500
End

Weapon GattlingBuildingGun
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 20.0
End

Weapon RedguardMachineGun
PrimaryDamageRadius = 3.0
ScatterRadiusVsInfantry = 5.0
End

Weapon GLARebelMachineGun
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0
End

Weapon ColonelBurtonSniperRifleWeapon
PrimaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 5.0
End

Weapon USAPathfinderSniperRifle
AttackRange = 150.0
PrimaryDamageRadius = 1.0
ScatterRadiusVsInfantry = 2.0
End

Weapon GLAJarmenKellRifle
PrimaryDamageRadius = 2.0
ScatterRadiusVsInfantry = 0.0
End

Weapon MissileDefenderMissileWeapon
PrimaryDamageRadius = 18.0
ScatterRadiusVsInfantry = 25.0
End

Weapon RangerAdvancedCombatRifle
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 5.0
End

Weapon TunnelNetworkGun
PrimaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 8.0
End

Weapon RangerFlashBangGrenadeWeapon
PrimaryDamage = 20.0
PrimaryDamageRadius = 10.0
SecondaryDamage = 0.0
SecondaryDamageRadius = 0.0
AttackRange = 170.0
MinimumAttackRange = 30.0
WeaponSpeed = 60
ScatterRadius = 15
AllowAttackGarrisonedBldgs = Yes
End

Upgrade Upgrade_AmericaRangerFlashBangGrenade
BuildTime = 40.0
BuildCost = 1000
End

Upgrade Upgrade_AmericaAdvancedControlRods
DisplayName = UPGRADE:ControlRods
Type = OBJECT
BuildTime = 10.0
BuildCost = 750
ButtonImage = SSControlRods
End

Upgrade Upgrade_GLAArmTheMob
DisplayName = UPGRADE:ArmTheMob
BuildTime = 40.0
BuildCost = 1500
End





;//////////////////////////////////////////////////////////////////////////////
;FILE: Infantry map Armor.ini /////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
;Just so you know the choices available, here is part of Damage.h
;{
; "EXPLOSION",
; "CRUSH",
; "ARMOR_PIERCING",
; "SMALL_ARMS",
; "GATTLING",
; "RADIATION",
; "FLAME",
; "LASER",
; "SNIPER",
; "POISON",
; "HEALING",
; "UNRESISTABLE",
; "WATER",
; "DEPLOY",
; "SURRENDER",
; "HACK",
; "KILL_PILOT",
; "PENALTY",
; "FALLING",
; "MELEE",
; "DISARM",
; "HAZARD_CLEANUP",
; "INFANTRY_MISSILE",
; "AURORA_BOMB",
; "LAND_MINE",
; "JET_MISSILES",
; "STEALTHJET_MISSILES",
; "MOLOTOV_COCKTAIL",
; "COMANCHE_VULCAN",
; "FLESHY_SNIPER",
;

Armor NoArmor
Armor = DEFAULT 100% ;this sets the level for all nonspecified damage types
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
End

Armor HumanArmor
Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"]
Armor = ARMOR_PIERCING 20% ;humans don't get hit by tank rounds.
Armor = INFANTRY_MISSILE 25%
Armor = FLAME 50% ;humans don't like fire
Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams...
Armor = SNIPER 50%
Armor = FLESHY_SNIPER 50%
Armor = LASER 50% ;LASERs are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 25% ;Capture type weapons are effective only against infantry.
Armor = GATTLING 65%
End

Armor HazMatHumanArmor
Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"]
Armor = ARMOR_PIERCING 15% ;humans don't get hit by tank rounds.
Armor = SNIPER 25%
Armor = FLESHY_SNIPER 25%
Armor = FLAME 25% ;Hazmat's have a good resistance to fire.
Armor = LASER 25% ;Hazmat's can resist laser fire a bit better than infantry.
Armor = POISON 10% ;Unharmed by poison
Armor = RADIATION 10% ;Unharmed by radiation too
Armor = PARTICLE_BEAM 100% ;humans don't fare well against orbital beams... even with hazmat protection!
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 10% ;Capture type weapons are effective only against infantry.
Armor = GATTLING 40%
End

Armor StingerSoldierArmor
Armor = DEFAULT 25%
Armor = EXPLOSION 10% ;Heavily protected by the stinger site against airstrikes
Armor = FLAME 100% ;Heavily protected by the stinger site against fire
Armor = POISON 100% ;
Armor = ARMOR_PIERCING 10% ;Stinger soldiers protected against tank shells
Armor = INFANTRY_MISSILE 10% ;Stinger soldiers protected against missile troops.
Armor = PARTICLE_BEAM 10% ;Stinger site protects against particle beam
Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"]
Armor = SNIPER 200%
Armor = FLESHY_SNIPER 200%
Armor = GATTLING 0% ;NOT vulenrable to gattling fire.
Armor = SMALL_ARMS 50% ;Vulnerable to normal small arms fire.
Armor = COMANCHE_VULCAN 0% ;invulnerable to 20mm cannon fire from the Comanche
Armor = JET_MISSILES 0% ;invulnerable to airstrikes from Raptors, MIGs and Comanche
Armor = LASER 25% ;LASERs are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry.
End

Armor TankArmor
Armor = CRUSH 50% ;tanks are extra-hard to crush
Armor = SMALL_ARMS 25%
Armor = GATTLING 10% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 25%
Armor = FLAME 25%
Armor = RADIATION 50% ;Radiation does less damage to tanks.
Armor = POISON 25% ;Poison does a little damage, just for balance reasons.
Armor = SNIPER 1%
Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little")
Armor = MELEE 0% ;tanks don't generally take much damage other than paint damage from MELEE weapons
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = PARTICLE_BEAM 100%
Armor = KILL_PILOT 100% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = INFANTRY_MISSILE 90%
End

Armor DozerArmor
Armor = CRUSH 50%
Armor = SMALL_ARMS 35%
Armor = GATTLING 10% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 25%
Armor = FLAME 35%
Armor = RADIATION 50%
Armor = POISON 25%
Armor = SNIPER 1%
Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little")
Armor = MELEE 0%
Armor = LASER 0%
Armor = HAZARD_CLEANUP 0%
Armor = PARTICLE_BEAM 100%
Armor = KILL_PILOT 100%
Armor = SURRENDER 0%
Armor = LAND_MINE 0% ;dozer is made immune to land mines
Armor = INFANTRY_MISSILE 90%
End

; reduces damage some
Armor UpgradedTankArmor
Armor = CRUSH 30% ;tanks are extra-hard to crush
Armor = SMALL_ARMS 20%
Armor = GATTLING 10% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 20%
Armor = FLAME 30%
Armor = POISON 10%
Armor = SNIPER 1%
Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little")
Armor = MELEE 0% ;tanks don't generally take much damage other than paint damage from MELEE weapons
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = PARTICLE_BEAM 100%
Armor = KILL_PILOT 100% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = INFANTRY_MISSILE 80%
END

Armor TruckArmor
Armor = CRUSH 50%
Armor = SMALL_ARMS 50%
Armor = GATTLING 50% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 50%
Armor = INFANTRY_MISSILE 75%
Armor = POISON 50%
Armor = SNIPER 1%
Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little")
Armor = MELEE 0% ;trucks don't generally take much damage other than paint damage from MELEE weapons
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 100% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
End

Armor HumveeArmor
Armor = JET_MISSILES 30%
Armor = STEALTHJET_MISSILES 30%
Armor = CRUSH 50%
Armor = SMALL_ARMS 50%
Armor = GATTLING 50% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 50%
Armor = INFANTRY_MISSILE 80%
Armor = POISON 50%
Armor = SNIPER 1%
Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little")
Armor = MELEE 0% ;trucks don't generally take much damage other than paint damage from MELEE weapons
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 100% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = FLAME 50% ;hummers flame resistant so they can deal with MIGs.
End

Armor ToxinTruckArmor ;TruckArmor that is immune to poison
Armor = CRUSH 50%
Armor = SMALL_ARMS 50%
Armor = GATTLING 50% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 50%
Armor = INFANTRY_MISSILE 50%
Armor = POISON 0% ;IMMUNE! It spews poison
Armor = RADIATION 0%
Armor = SNIPER 1%
Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little")
Armor = MELEE 0% ;trucks don't generally take much damage other than paint damage from MELEE weapons
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 100% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = MOLOTOV_COCKTAIL 20% ;used by Angry mob.
Armor = INFANTRY_MISSILE 90% ;used by rocket guys
End


Armor VulnerableAllArmor
Armor = DEFAULT 100% ;this sets the level for all nonspecified damage types
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
End


Armor StructureArmor
Armor = DEFAULT 100% ; this sets the level for all nonspecified damage types
Armor = Surrender 0% ; buildings are immune to normal damage from STUN weapons.
Armor = SMALL_ARMS 60%
Armor = GATTLING 10% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 50%
Armor = RADIATION 0% ;Radiation does no damage to buildings.
Armor = SNIPER 0%
Armor = FLESHY_SNIPER 0%
Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings
Armor = MELEE 0%
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = INFANTRY_MISSILE 60%
Armor = PARTICLE_BEAM 200% ;
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = AURORA_BOMB 250%
Armor = LAND_MINE 0% ;buildings take no damage from mines
Armor = FLAME 60%
End

Armor StructureArmorTough
Armor = DEFAULT 100% ; this sets the level for all nonspecified damage types
Armor = Surrender 0% ; buildings are immune to normal damage from STUN weapons.
Armor = SMALL_ARMS 55%
Armor = GATTLING 10% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 50%
Armor = RADIATION 0% ;Radiation does no damage to buildings.
Armor = SNIPER 0%
Armor = FLESHY_SNIPER 0%
Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings
Armor = MELEE 0%
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = INFANTRY_MISSILE 55%
Armor = PARTICLE_BEAM 25% ;
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = AURORA_BOMB 250%
Armor = LAND_MINE 0% ;buildings take no damage from mines
Armor = FLAME 55%
Armor = ExPLOSION 80% ;makes these buildings more resistant to nuclear attacks, among other things
End

Armor BaseDefenseArmor ;used for anti-air base defenses. Vulnerable to steatlh-fighter strikes.
Armor = DEFAULT 100% ; this sets the level for all nonspecified damage types
Armor = Surrender 0% ; buildings are immune to normal damage from STUN weapons.
Armor = SMALL_ARMS 60%
Armor = GATTLING 25% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 50%
Armor = RADIATION 0% ;Radiation does no damage to buildings.
Armor = SNIPER 0%
Armor = FLESHY_SNIPER 0%
Armor = POISON 0%
Armor = MELEE 0%
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = INFANTRY_MISSILE 35%
Armor = PARTICLE_BEAM 200% ;
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = AURORA_BOMB 200% ;Aurora can't vape a single base defense in one hit.
Armor = STEALTHJET_MISSILES 250% ;Watch out for those stealthjets
Armor = JET_MISSILES 25% ;Raptors, MIGs and Comanche's not so effective.
Armor = LAND_MINE 0% ;buildings take no damage from mines
Armor = FLAME 35%
End

Armor StingerSiteArmor ;used for anti-air base defenses. Vulnerable to steatlh-fighter strikes.
Armor = DEFAULT 100% ; this sets the level for all nonspecified damage types
Armor = Surrender 0% ; buildings are immune to normal damage from STUN weapons.
Armor = SMALL_ARMS 60%
Armor = GATTLING 10% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 50%
Armor = RADIATION 0% ;Radiation does no damage to buildings.
Armor = SNIPER 1% ;***This is required for snipers to be able to kill stinger soldiers! Must be > 0!
Armor = FLESHY_SNIPER 1% ;***This is required for snipers to be able to kill stinger soldiers! Must be > 0!
Armor = POISON 1% ; Similarly, this liets the toxin tractor attack to kill the soldiers
Armor = MELEE 0%
Armor = LASER 0% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = INFANTRY_MISSILE 35%
Armor = PARTICLE_BEAM 200% ;
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 1% ;Capture type weapons in this case affect the stinger soldier.
Armor = AURORA_BOMB 200% ;Aurora can't vape a single base defense in one hit.
Armor = STEALTHJET_MISSILES 250% ;Watch out for those stealthjets
Armor = JET_MISSILES 40% ;Raptors, MIGs and Comanche's not so effective.
Armor = LAND_MINE 0% ;buildings take no damage from mines
Armor = FLAME 35%
End
evilbutterfly is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-24-2003, 08:00 PM   #2 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 414
Default

how about instead of making all those units unbuildable, maybe you could just make the war factory unbuildable, and just do that for the infantry that you dont want.
Redattack3 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-25-2003, 02:40 PM   #3 (permalink)
Senior Member
 
Join Date: May 2003
Posts: 113
Default

there are 3 vehicles that are still buildable. the troop crawler, radar van, and ambulance (which i dumbed down so just a few rockets will kill any of them). GLA had to have the radar van, and i figured if 1 side has a detecting vehicle i might as well give them all one (if u look i tried to give the ambulance stealth detection). i believe the problem is the module tags. if i put semicolons and turn them off the map works just fine, and people on the official gen. boards say i need to put replace-, add-, or removemodule ## before each one i add or change. i am trying to do it but it isnt quite working yet. will post if i get it going.
evilbutterfly is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-25-2003, 06:45 PM   #4 (permalink)
Senior Member
 
Join Date: May 2003
Posts: 113
Default

any1 know what i screwed up on? i dunno what all must be added for module tags, so if some1 could tell me that would be just dandy.
evilbutterfly is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Combining Mods -> ZH Crashes Babylon Generals & Zero Hour Editing 9 01-29-2006 07:36 PM
Deezire's WNDEdit Crashes! [SOLVED] Mishkin Generals & Zero Hour Editing 3 03-11-2005 06:51 PM
Game freezing when ZEP crashes BaRaKa_ Red Alert 2 & Yuri's Revenge Editing 11 09-04-2004 09:36 PM
zh crashes any athlon xp users plez look, help thanks MONKEYBRAINS Generals & Zero Hour Editing 19 10-24-2003 12:25 PM
unit crashes game on certain maps sage_inferno Generals & Zero Hour Editing 1 03-31-2003 12:36 PM


All times are GMT -4. The time now is 05:57 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.