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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 01-23-2003, 11:20 AM   #1 (permalink)
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Default FactionUnit.ini

This post will contain the FactionUnit.ini
Due to the immense size of this file, I made it a seperate post.
This is just a headstart, and isn't complete yet, if it can ever be.

First section: ; *** ART Parameters ***
Quote:
; *** ART Parameters ***
SelectPortrait = SABurton_L

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

; idle
DefaultConditionState
Model = AIHERO_SKN
IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25
IdleAnimation = AIHERO_SKL.AIHERO_IDA
IdleAnimation = AIHERO_SKL.AIHERO_IDB
AnimationMode = ONCE
TransitionKey = TRANS_Stand
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

; injured idle
ConditionState = REALLYDAMAGED
IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30
IdleAnimation = AIHERO_SKL.AIHERO_IIDA
IdleAnimation = AIHERO_SKL.AIHERO_IIDB
AnimationMode = ONCE
TransitionKey = TRANS_StandInjured
End

TransitionState = TRANS_Stand TRANS_StandInjured
Animation = AIHERO_SKL.AIHERO_ISTAHIT
AnimationMode = ONCE
End

; moving
ConditionState = MOVING
Animation = AIHERO_SKL.AIHERO_RNA 26
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Stand
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
AliasConditionState = MOVING FIRING_B
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B
AliasConditionState = MOVING RELOADING_B

; injured moving
ConditionState = MOVING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IRNA 26
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_StandInjured
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING FIRING_A REALLYDAMAGED
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = MOVING RELOADING_A REALLYDAMAGED
AliasConditionState = MOVING FIRING_B REALLYDAMAGED
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
AliasConditionState = MOVING RELOADING_B REALLYDAMAGED

; Firing animation
ConditionState = FIRING_A
Animation = AIHERO_SKL.AIHERO_ATA
AnimationMode = ONCE
TransitionKey = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A

; Injured Firing animation
ConditionState = FIRING_A REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATA
AnimationMode = ONCE
TransitionKey = TRANS_FiringAInjured
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = RELOADING_A REALLYDAMAGED

TransitionState = TRANS_FiringA TRANS_FiringAInjured
Animation = AIHERO_SKL.AIHERO_IATAHIT
AnimationMode = ONCE
End

; Placing charge animation
ConditionState = UNPACKING
Animation = AIHERO_SKL.AIHERO_ATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING

; Injured Placing charge animation
ConditionState = UNPACKING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING REALLYDAMAGED

; Stab animations
ConditionState = PREATTACK_B
Animation = AIHERO_SKL.AIHERO_ATC
AnimationMode = ONCE
TransitionKey = TRANS_Stabbing
End
AliasConditionState = PREATTACK_B MOVING
AliasConditionState = PREATTACK_B FIRING_B
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B

ConditionState = FIRING_B
Animation = AIHERO_SKL.AIHERO_ATC
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_Stabbing
End
AliasConditionState = BETWEEN_FIRING_SHOTS_B
AliasConditionState = RELOADING_B

TransitionState = TRANS_Stabbing TRANS_Stand
Animation = AIHERO_SKL.AIHERO_ATC2
AnimationMode = ONCE
End

; Injured Stab animations
ConditionState = PREATTACK_B REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATC1
AnimationMode = ONCE
TransitionKey = TRANS_StabbingInjured
End
AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED
AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED

ConditionState = FIRING_B REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATC2
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_StabbingInjured
End
AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
AliasConditionState = RELOADING_B REALLYDAMAGED

TransitionState = TRANS_StabbingInjured TRANS_StandInjured
Animation = AIHERO_SKL.AIHERO_IATC2
AnimationMode = ONCE
End

; cheering
ConditionState = SPECIAL_CHEERING
Animation = AIHERO_SKL.AIHERO_CHA
AnimationMode = ONCE
End

; injured cheering
ConditionState = SPECIAL_CHEERING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_ICHA
AnimationMode = ONCE
End

; climbing
ConditionState = CLIMBING
Animation = AIHERO_SKL.AIHERO_CLMID
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING
AliasConditionState = CLIMBING REALLYDAMAGED
AliasConditionState = RAPPELLING REALLYDAMAGED

ConditionState = CLIMBING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = CLIMBING MOVING REALLYDAMAGED

ConditionState = RAPPELLING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP_BACKWARDS
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING MOVING REALLYDAMAGED

; these transitions don't really work well with our code. leave 'em out.
; TransitionState = TRANS_Climbing TRANS_Stand
; Animation = AIHERO_SKL.AIHERO_CLMST
; AnimationMode = ONCE
; End
;
; TransitionState = TRANS_Stand TRANS_Climbing
; Animation = AIHERO_SKL.AIHERO_CLMST
; AnimationMode = ONCE_BACKWARDS
; End

; dying anims
ConditionState = DYING
Animation = AIHERO_SKL.AIHERO_DTA
Animation = AIHERO_SKL.AIHERO_DTB
Animation = AIHero_SKL.AIHero_IDTA
Animation = AIHero_SKL.AIHero_IDTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
AliasConditionState = RAPPELLING DYING
AliasConditionState = CLIMBING DYING

TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIHERO_SKL.AIHERO_ADTG21
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = AIHERO_SKL.AIHERO_ADTG22
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = AIHERO_SKL.AIHERO_ADTG23
AnimationMode = ONCE
TransitionKey = None
End

; misc anims
ConditionState = FREEFALL
Animation = AIHERO_SKL.AIHERO_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING

ConditionState = PARACHUTING
Animation = AIHERO_SKL.AIHERO_PHG
AnimationMode = LOOP
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING

TransitionState = TRANS_Falling TRANS_Chute
Animation = AIHERO_SKL.AIHERO_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End

TransitionState = TRANS_Chute TRANS_Stand
Animation = AIHERO_SKL.AIHERO_PTD
AnimationMode = ONCE
End

TransitionState = TRANS_Chute TRANS_StandInjured
Animation = AIHERO_SKL.AIHERO_PTD
AnimationMode = ONCE
End

; note: there are no surrender states because Col. Burton does not surrender.
; Death before dishonor!

End
SelectPortraitWhat for Portrait do I use when selected?
UpgradeCameo1 What for cameo to use for upgrade 1?
UpgradeCameo2 What for cameo to use for upgrade 2?
UpgradeCameo3 What for cameo to use for upgrade 3?
UpgradeCameo4 What for cameo to use for upgrade 4?
UpgradeCameo5 What for cameo to use for upgrade 5?
Draw What kind of Draw mode should be used? To make it invisible, nothing is required, but this makes something absolute invisible.
Available modes are:
  • W3DTankDraw=
    W3DTruckDraw=
    W3DTankTruckDraw=
    W3DSupplyDraw=
    W3DScienceModelDraw=
    W3DRopeDraw=
    W3DProjectileStreamDraw=
    W3DPoliceCarDraw=
    W3DOverlordTankDraw=
    W3DModelDraw=
    W3DLaserDraw=
    W3DDefaultDraw=
    W3DTracerDraw=
See DZ's post for more details.
OkToChangeModelColor Can the model have remapable areas?
DefaultConditionState What for model to normally use.
ConditionState What for condition is this ART Parameter? Possible options are: PARACHUTING, RUBBLE, REALLYDAMAGED, MOVING, FIRING_A, BETWEEN_FIRING_SHOTS_A, RELOADING_A, FIRING_B, BETWEEN_FIRING_SHOTS_B, RELOADING_B, UNPACKING, PREATTACK_B, SPECIAL_CHEERING, CLIMBING, RAPPELLING, DYING, EXPLODED_FLAILING, EXPLODED_BOUNCING, FREEFALL, WEAPONSET_PLAYER_UPGRADE, JETEXHAUST, JETAFTERBURNER, DAMAGED, DOOR_1_OPENING, DOOR_1_CLOSING, SPLATTED, RAISING_FLAG, PACKING, PREATTACK_C, FIRING_C, RELOADING_C, and NONE.
Every conditionstate needs to be ended with End!
Model What for model to use?
Turret What is the turret in the model?
TurretPitch What is the pitched turret in the model?
AltTurret What is the second turret in the model?
AltTurretPitch What is the pitched second turret in the model?
ShowSubObject Which subobject should be shown in the game?
HideSubObject Which subobject should be hidden in the game?
IdleAnimation What for animation to use when idle?
AnimationMode What is the mode of animation? Available are LOOP, ONCE, MANUAL, LOOP_BACKWARDS and ONCE_BACKWARDS,
AliasConditionState Gives another ConditionState exactly like the previous one, except with different conditions.
ParticleSysBone Which bone spawns which particle system?
WeaponFireFXBone Which weapon (PRIMARY, SECONDARY or TERTIARY) has which FireFXBone? To be specified in the w3d model.
WeaponMuzzleFlash Which weapon (PRIMARY, SECONDARY or TERTIARY) has which MuzzleFlash? To be specified in the w3d model.
WeaponLaunchBone Which weapon (PRIMARY, SECONDARY or TERTIARY) has which LaunchBone? To be specified in the w3d model.
WeaponHideShowBone Which weapon-fired (PRIMARY, SECONDARY or TERTIARY) will hide which bone?
WeaponRecoilBone Which weapon-fired (PRIMARY, SECONDARY or TERTIARY) will recoil which bone?
TransitionKey What is the name for the Condition when handling in a transition?
TransitionState When changing between conditions, which transitionkeys to look for? First state the first TransitionKey, then the second.
State the animation in a different line and the AnimationMode on another.
End with End
Flags Which flags to look for? Available are: RANDOMSTART, START_FRAME_LAST, PRISTINE_BONE_POS_IN_FINAL_FRAME and START_FRAME_FIRST.
TrackMarks Which *.tga file to use for trackmarks?
Dust Which particlesystem to use for dust?
DirtSpray Which particlesystem to use for dirstspray?
PowerslideSpray Which particlesystem to use for PowerSlideSpray?
(These parameters are only used if the model has a separate suspension, and the locomotor has HasSuspension = Yes.)
LeftFrontTireBone Which bone is the left front tire?
RightFrontTireBone Which bone is the right front tire?
LeftRearTireBone Which bone is the left rear tire?
RightRearTireBone Which bone is the right rear tire?
TireRotationMultiplier What for multiplier for the tire rotation?
PowerslideRotationAddition What for rotation additon to use when model performs a powerslide?
(end of HasSuspension=yes extra parameters)
InitialRecoilSpeed What is the initial recoil speed for the recoil bone?
MaxRecoilDistance What is the maximal recoil distance?
RecoilSettleSpeed At which speed does the recoilled bone return to it's initial state?
TurretArtAngle At which angle is the turret setted? (initial is 0)

These were, as far as I know, all the Art Parameters.
Next up, ***DESIGN parameters ***!
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Old 01-23-2003, 06:35 PM   #2 (permalink)
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W3DDraw doesnt have to be moduletag 01, thats just convention. ModuleTags, including Behaviours etc should all be numbered in sequence for your object -eg 01, 02, 03 etc, this is what allows the game to 'build' your object and string its functionality together. You can skip numbers, but dont use the same number twice on the same object. W3D Modules for objects (units) are;-

W3DTankDraw=
W3DTruckDraw=
W3DTankTruckDraw=
W3DSupplyDraw=
W3DScienceModelDraw=
W3DRopeDraw=
W3DProjectileStreamDraw=
W3DPoliceCarDraw=
W3DOverlordTankDraw=
W3DModelDraw=
W3DLaserDraw=
W3DDefaultDraw=
W3DTracerDraw=

The one you use depends on the design of (including bones) of your model and its Behaviour modules.
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Old 01-26-2003, 06:33 AM   #3 (permalink)
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from what you've posted here. i see generals is graphically intensive. every detail is to be parsed like the damage stuff and also the climbing logic for infantry. too bad, RA2 and YR doesn't support climbing logic for infantry.
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Old 01-29-2003, 06:53 AM   #4 (permalink)
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Default Design Parameters

Quote:
; ***DESIGN parameters ***
DisplayName = OBJECT:ColonelBurton
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY ColonelBurtonSniperRifleWeapon
Weapon = SECONDARY ColonelBurtonKnifeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY NONE
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 250
ShroudClearingRange = 500
Prerequisites
Object = AmericaBarracks
Object = AmericaStrategyCenter
End
BuildCost = 1500
BuildTime = 20.0 ;in seconds

ExperienceValue = 50 100 100 150 ; Experience point value at each level
ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaInfantryColonelBurtonCommandSet

MaxSimultaneousOfType = 1
DisplayName What for name to display from the CSF string?
Side What for side is the object? Should be a valid side from PlayerTemplate.ini
EditorSorting What is the object? Choices are: SYSTEM, INFANTRY, VEHICLE, DEBRIS, MISC_MAN_MADE and STRUCTURE (DO NOT CHOOSE THIS ONE IF YOU ARE MAKING A PLAYABLE OBJECT! ONLY CHOOSE THIS WHEN YOU KNOW WHY YOU WANT IT!!!)
TransportSlotCount How many space does the object take in a transport? 0 means not transportable.
WeaponSet Opens a new object, based on weapons stats.
  • Conditions When should this set be used? Specify none for directly, PLAYER_UPGRADE for upgrades, MINE_CLEARING_DETAIL for clearing mines, CRATEUPGRADE_ONE and CRATEUPGRADE_TWO for crate upgrades.
    Weapon First specify weapon slot (either PRIMARY, SECONDARY or TERTIARY) and then the weapon from weapon.ini
    AutoChooseSources Specify how and when this weapon is selected. First specify the weapon slot (either PRIMARY, SECONDARY or TERTIARY), then when it should be selected. Choose from: FROM_PLAYER, FROM_SCRIPT, FROM_AI, NONE
    ShareWeaponReloadTime If a weapon is fired, do the other weapons have to wait before they can fire?
    PreferredAgainst Specify against what this weapon is selected. First specify the weapon slot (either PRIMARY, SECONDARY or TERTIARY), then against what it should be selected. Choose from: INFANTRY, AIRCRAFT, VEHICLE, STRUCTURE, BALLISTIC_MISSILE
    End Ends the WeaponSet
ArmorSet Opens a new object, based on armor stats.
  • Conditions When should this set be used? Specify none for directly and PLAYER_UPGRADE for upgrades.
    Armor What armor from armor.ini to choose?
    DamageFX What FX to use from FXList.ini when the infantry is damaged?
    End Ends the ArmorSet.
VisionRange How far can the object see?
ShroudClearingRange How far can object clear shroud?
Prerequisites Starts a new object, which states whichs objects are required.
  • Object Which object is required? This has to be a building.
    Science Which science is required? From Science.ini
    End Ends the prerequisities object.
BuildCost How much money does it cost to build the object?
BuildTime How much time (In seconds) does it take to build the object?
ExperienceValue Experience point value at each level. Needs to be first values, the first should be 0, then the Veteran value, third the Elite value and at last the Hero Value. When object get's killed, killer gains this number of points.
ExperienceRequired How many experience points are reuired to get a level up? First must be 0, second the value to become Veteran, third the value to become Elite, and fourth the value to become a Hero.
IsTrainable Can object gain experience?
CrusherLevel What can object crush? 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel What for object is the object? 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet What CommandSet to take from CommandSet.ini
MaxSimultaneousOfType How many of object are allowed at one time?

Next week: SoundEffects.ini and *** AUDIO Parameters *** !
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Old 01-29-2003, 11:26 AM   #5 (permalink)
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Quote:
EditorSorting What is the object? Choices are: SYSTEM, INFANTRY, VEHICLE, DEBRIS, MISC_MAN_MADE and STRUCTURE (DO NOT CHOOSE THIS ONE IF YOU ARE MAKING A PLAYABLE OBJECT! ONLY CHOOSE THIS WHEN YOU KNOW WHY YOU WANT IT!!!)
You'll need to parse it if you want to view it in WB. There is also one other option for the flag...NONE
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Old 01-29-2003, 12:57 PM   #6 (permalink)
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Yep, the game itself is more closely integrated with WB than RA2 was with FA2 - the Name= statement in RA2 was useless, but FA2 used it for object sorting as FA2 did not read the CSF file - its a similar deal here.

You missed out MISC_NATURAL, AUDIO, WAYPOINT and TEST - those would not be used for player objects but are parsed for WB sorting purposes.

More will be clear when tutorials arrive - its difficult to establish the bigger picture by drilling into the one file
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Old 02-02-2003, 08:36 PM   #7 (permalink)
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I am new to the Deezire forums, some of you may know me from AR2 forums. I need some Generals INIs and help with them as I am new the Generals moding. PM me and Ill give you my email then you can send me the INIs. If you do send me them, Ill put you in the upcoming AR3 credits.
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Old 02-02-2003, 09:44 PM   #8 (permalink)
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Quote:
Originally Posted by kornlord283
I need some Generals INIs and help with them as I am new the Generals moding.
Everybody isnew to Generals modding

And the INI files for now wouldn't be that great, we only have the beta versions now, and we do not know what is and what isn't parsed anymore :tard:
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Old 02-02-2003, 10:19 PM   #9 (permalink)
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interesting....
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Old 02-04-2003, 05:47 PM   #10 (permalink)
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k then ill just wait for generals to come out
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