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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-03-2003, 11:38 PM
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#1 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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A couple ini questions...
The propoganda healing module, does this need some special things to get it working? I tried a good deal of things, putting it on infantry...on my buildings, etc...and it crash's the game every time the thing is built. I then tried adding things to its kindof list...that didn't work either. Hell, I even tried putting an ocl on a unit that gave it an upgrade that was a movable building that had the module on it...that didn't crash, but it didn't work either. Has anyone messed with this before?
Also, does the "healing" warhead type actually work? It is listed in the warhead list at the top of the armor.ini...but I didn't have a chance to mess with it due to the above problem.
Kind of related to the above, mechanics...anyone have some good ideas of making one? I was thinking of just making it so they were like the propoganda towers, so you just throw a few in with your tanks and they keep things nice and repaired...but due to the above, its not quite working out that way. Is there a better way of going about this?
not related to the above:
How about this strange problem, your infantry not being able to capture civilian tech buildings(but able to capture enemy buildings). My unit is based off of the ranger code completely...just a few slight alterations. However, when I hover over the tech building it shows the hacker computer cursor.
Cameo's, the upgrade ones(on the right that surround the image of the selected unit...you know like for the battlemaster, the nuke upgrade images, the horde upgrade images, etc)...is there something special you need to get them to show up?
This last one is about sciences, how do you make it so that you can only pick one "general" or "subside"(as in pro:gen). I don't need full details, just the basic description of how it goes...since right now I have a decent way of doing something to that effect, but I might want to switch it over to this(if it won't completely screw up our ai).
I'm going to sleep now, spent all day coding and whatnot...brain is mush.
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10-04-2003, 01:24 AM
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#2 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 301
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Not sure about the rest, but the cameo one is easy.
Most units have the Upgrade Cameo1-5 listed right after the Object entry on them. Take a look at any of them and just base it off that and replace the upgrades with the ones you want. Here's an example....
;------------------------------------------------------------------------------
Object CINE_AmericanInfantryPathfinder
; *** ART Parameters ***
SelectPortrait = SAPathfinder1_L
ButtonImage = SAPathfinder1
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
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10-04-2003, 04:30 AM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Re: A couple ini questions...
Quote:
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Originally Posted by smurfbizkit
The propoganda healing module, does this need some special things to get it working? I tried a good deal of things, putting it on infantry...on my buildings, etc...and it crash's the game every time the thing is built. I then tried adding things to its kindof list...that didn't work either. Hell, I even tried putting an ocl on a unit that gave it an upgrade that was a movable building that had the module on it...that didn't crash, but it didn't work either. Has anyone messed with this before?
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Post the code you originally used for the healing effect, maybe I or someone else can see what's wrong.
Quote:
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Originally Posted by smurfbizkit
not related to the above:
How about this strange problem, your infantry not being able to capture civilian tech buildings(but able to capture enemy buildings). My unit is based off of the ranger code completely...just a few slight alterations. However, when I hover over the tech building it shows the hacker computer cursor.
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The capturing probably still works, but somehow the hacking takes precedence over the capturing. But you can disable hacking civilian buildings alltogether by removing NEED_TARGET_NEUTRAL_OBJECT from the button in CommandButton.ini. That way the only choice is to do a ranger capture rather than a hack.
Quote:
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Originally Posted by smurfbizkit
This last one is about sciences, how do you make it so that you can only pick one "general" or "subside"(as in pro:gen). I don't need full details, just the basic description of how it goes...since right now I have a decent way of doing something to that effect, but I might want to switch it over to this(if it won't completely screw up our ai).
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Well, even the basic description is quite complicated so I suggest you take a good look at Pro:Gen's code, Science.ini, SpecialPower.ini and skirmishscripts.scb (open through World Builder) in particular.
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10-04-2003, 10:54 AM
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#4 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Quote:
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Originally Posted by Carbon
Not sure about the rest, but the cameo one is easy.
Most units have the Upgrade Cameo1-5 listed right after the Object entry on them. Take a look at any of them and just base it off that and replace the upgrades with the ones you want. Here's an example....
;------------------------------------------------------------------------------
Object CINE_AmericanInfantryPathfinder
; *** ART Parameters ***
SelectPortrait = SAPathfinder1_L
ButtonImage = SAPathfinder1
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
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I did that before, and it didn't work for some reason.
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10-04-2003, 01:08 PM
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#5 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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Quote:
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Originally Posted by factionunit.ini
Behavior = PropagandaTowerBehavior ModuleTag_04
Radius = 150.0
DelayBetweenUpdates = 2000 ; in milliseconds
HealPercentEachSecond = 1% ; get this % of max health every second
PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
UpgradeRequired = Upgrade_ChinaSubliminalMessaging
UpgradedHealPercentEachSecond = 2% ; get this % of max health every second
UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
End
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That should work fine, straight out of the 1.06 ini's. You just need to update the module tag number and it should work fine.

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10-04-2003, 04:36 PM
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#6 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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A couple of weeks ago, I found that Generals doesn't like it if you delete the lines for the 'Upgraded' HealFX even if you don't use them. Is this what you did?
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10-04-2003, 05:31 PM
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#7 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Smurf, if you like I could code in your sides logic/Generals menus accordingly, just hollar. Ive just about perfected it now (new version will be in ProGen 1.7) including animated Generals menus specific to each side 
__________________
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10-04-2003, 07:12 PM
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#8 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Quote:
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Originally Posted by DJRowley
A couple of weeks ago, I found that Generals doesn't like it if you delete the lines for the 'Upgraded' HealFX even if you don't use them. Is this what you did?
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thats exactly what I did...never occured to me that the game would have a problem with the removal of that...
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10-04-2003, 08:27 PM
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#9 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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I've had similar problems in other areas where removing seemingly useless bits causes it to act weird. I usually end up creating dummy versions. A good example is the ArmorSet DamageFX. Even EA created a dummy damage fx  Lazy bums... 
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10-05-2003, 12:04 AM
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#10 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Quote:
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Originally Posted by Carbon
Not sure about the rest, but the cameo one is easy.
Most units have the Upgrade Cameo1-5 listed right after the Object entry on them. Take a look at any of them and just base it off that and replace the upgrades with the ones you want. Here's an example....
;------------------------------------------------------------------------------
Object CINE_AmericanInfantryPathfinder
; *** ART Parameters ***
SelectPortrait = SAPathfinder1_L
ButtonImage = SAPathfinder1
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
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lol, I feel dumb...that was easy
see, I was putting the cameo name in the spot, when i should've been putting the upgrade name...
-oh and I found a better way for the mechanic...(well really phoib found it...)
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