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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 09-22-2003, 03:53 AM   #1 (permalink)
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Default Some good news for modders from ZH

After muchos badgering and hints as subtle as you like, a lot of the (useful) stuff that was dropped from previous builds of Generals will appear in Zero Hour as unused assets

Not everything is in there, although things like the Secret Lab can now be found in their entirety as well as a few models from the alpha builds which got dropped, oooh, last May or so.

None of these things have cameos, and its only art assets but its better than nothing as its a lack of such material that presents most modders with greatest challenge and therefore forms a potential barrier to supporting user made content such as mods and maps - EALA want to see lots of this

It was always part of the strategy to support mod writers (it doesnt get much better than giving away a whole chunk of art assets) and I suggested this waaaaay back in the early days - but theres only so much you can squeeze onto 2 CDs when the cut stuff alone would cover around 6 - and thats without music, sounds, maps etc etc.

Hopefully now people will stop mailing me asking for this stuff (even if there is another 2 CDs worth of stuff left out LOL)
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Old 09-22-2003, 04:45 AM   #2 (permalink)
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Deezire, now that the game is released, can you comment on the new additions to the code, from a modders perspective?
Is there code to be found that gives new possibilities to modders?

Most of the units are clever reworks based upon the Generals code, but i guess there must be some new additions, no?

-one thing I’ve been able to conclude from reviews is the bike weapon swapping.

Is there more to be found?
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Old 09-22-2003, 05:07 AM   #3 (permalink)
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One of the sites in the community (can't remember which :S ) stuck up the ini's from ZH, after looking through them i found:

Code:
IsEnclosingContainer          = No
Add this to the garrison module to have the garrisoned units show (i think? it's from the US Firebase)

Code:
  Behavior = GrantScienceUpgrade ModuleTag_Science
    GrantScience = 
    TriggeredBy = 
  End
Yay! a way to grant a science from an upgrade without using map scripts

You can give the commandsetupdate module a RemovesUpgrades = tag, this is used for a commandset switch for the GLA worker....

And then theres the bike code, which is quite interesting..... each rider grants the bike a conditionstate, which is used to change the rider graphics and the weapons....

There were a few other cool new things i noticed, but i can't remember any of them off the top of my head....
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Old 09-22-2003, 05:48 AM   #4 (permalink)
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Its the project perfect mod that has the ini files on it
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Old 09-22-2003, 06:30 AM   #5 (permalink)
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hey,
Deezire or whoever has Generals :ZH can you tell me, can you switch back and forth? instead of playing ZH u want to try ur mod on regular generals?
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Old 09-22-2003, 07:29 AM   #6 (permalink)
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With the tip from sleipnir, i was able to locate the ZH ini files at http://ppm.editingsource.com/
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Old 09-22-2003, 07:34 AM   #7 (permalink)
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Not exactly but you can certainly mod ZH to play like Generals LOL.

Editing ZH is almost a dream - for me its just like going back to the old days of earlier versions of Generals where you could get away with doing just about anything. For example, the GrantScienceUpgrade that Sleip mentioned was there at some point then it went (go figure).

The great news is that although ZH will install into a new directory with new registry entries, it refers ot the BIG files from the original Generals installation directory - ZH is not a standalone, so it needs to read the original files.

One thing I never asked though was how the -mod switch will work (ZH does support it) and I cant remember if ZH will read custom BIGs that you stick in the Generals directory - mione was 'all in one' together so never really considered this.

If you already have a Generals mod working fine then conversion to ZH is a simple case of adding the new lines to your INI set, the only drawback is that youll have to install them where ZH needs them (unless like I said it will read a new BIG file from the Generals dir). One word of caution - Generals will of course hang if you include ZH INI commands in it.
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Old 09-22-2003, 07:36 AM   #8 (permalink)
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Yes Oldfaq, you can switch back and forth to my knowledge. It installs ZH in a totally new directory and uses a different exe.


Deezire...where are the unused assets? (I have ZH but haven't poked around with it too much besides extracting some inis)
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Old 09-22-2003, 08:45 AM   #9 (permalink)
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does ZH have more support for naval units? i don't think anybody has asked this yet.
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Old 09-22-2003, 08:50 AM   #10 (permalink)
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Is ZH support AI editing? i mean can we edit AI in world builder freely? Example we add new sides can we add the new structures and units in skirmishscript.scb w/o hard works and hard codes?
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