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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 09-28-2003, 02:45 AM   #1 (permalink)
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Default HELP with zero hour!!!!!!

I have noticed that faction unit.ini is no longer used but am not sure now how to go about putting my new sides into zero hour etc?? do you now make indivdual side ini's ???? :tard:
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Old 09-28-2003, 04:57 AM   #2 (permalink)
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yea i noticed that too and also i would wanna know which ini file or how it tells which side to use which ini. I checked PlayerTemplate.ini but couldnt find where it is if its in there.
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Old 09-28-2003, 07:43 AM   #3 (permalink)
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ALL inis in the object folder are used by generals, if you make your own ( which I recommend ) then the game will look at them as long as they are in the object folder, whatever they are called.
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Old 09-28-2003, 11:54 AM   #4 (permalink)
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Yeah I noticed that too.. all generals has their on ini filesm this is good news indeed
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Old 09-28-2003, 03:50 PM   #5 (permalink)
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The Zero Hour convention is nothing new, Generals supported it too. There is no filename requirement of INI files in the 'Object' or 'MappedImages' folders, never has been.

All you have to remember with your mod is that your INI file, provided it is located appropriately, constitutes the 'most up to date' info and is read last, overriding whatever the game has already assembled into its arrays.
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Old 09-30-2003, 06:12 PM   #6 (permalink)
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What DZ said :P If you tried to piece apart Second Wave you should have noticed the UK units are stored in a seperate file. The "old" Generals supported this. Units in ZH are simply split up into different files for organization and because of the very sloppy code to implement the "Generals" system or as I like to call it the "'new' sides that are just generals" system. In the Object directory objects are now split up into weapon objects, unit type, specific generals units, etc.
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Old 10-01-2003, 05:30 AM   #7 (permalink)
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ahh thats great though it might be that simple thanks everyone!
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