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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 10-22-2003, 01:02 AM   #1 (permalink)
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Default Same ModuleTags Situation

Hi everybody again. :lol:

Got more questions. This time it's not a graphic question, but an INI one.

OK, I'm trying to givet he glabuggy an upgrade that allows it to fire rockets at air units.

I'm using this moduletag. You see, the problem is that when this upgrade gets done, the game thinks its the morebuggyammo upgrade. That's because of the same moduletags for both of them. So, how can I make the game think that's im using a different moduletag. Is there a special moduletag for situation like this, or is there anything I ca do to fix this problem?

Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_GLABuggyAirRockets
End

Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_GLABuggyAmmo
End

*SAME MODULE TAGS*

Thanks everybody, this community has helped me all the way. GO DEEZIRE!!!
Sorry for all the questions thou, but HEY that's what the forum is for...right?
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Old 10-22-2003, 02:05 AM   #2 (permalink)
HeX
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well its been a while since i did any editing.. but from what i recall.. the numbers are only for reference.

try making the second one a different number ie.. 10 instead of 9..


Plz correct me if im wrong (id learn better that way)
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Old 10-22-2003, 05:28 AM   #3 (permalink)
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The tags must be different. It can be anyname as well. i.e. Fishy_66
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Old 10-22-2003, 08:01 AM   #4 (permalink)
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Yes, you can use any name for the tags, but under no circumstances should you use duplicate tags. In fact, try running World Builder with it . But I don't know how to use two weaponset upgrades on a single object. I've heard of something like a ReplaceModule thing or whatever but other than that I don't know much.
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Old 10-22-2003, 08:31 AM   #5 (permalink)
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Oh, OK, I thought of it... but then I thought again

that the all the moduletags numbers did a different thing...

Thx, i'tt try that thou.
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Old 10-22-2003, 09:12 AM   #6 (permalink)
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I've changed the module tags, but I still get the same problem. Although I think it's a different reason now.

Here's the code

Object GLAVehicleRocketBuggy

; *** ART Parameters ***
SelectPortrait = SURocketBuggy_L
ButtonImage = SURocketBuggy

UpgradeCameo1 = Upgrade_GLABuggyAmmo
UpgradeCameo2 = Upgrade_GLAAPRockets
UpgradeCameo3 = Upgrade_GLAJunkRepair
UpgradeCameo4 = Upgrade_GLABuggyAirRockets
;UpgradeCameo5 = NONE

Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = UVRockBug
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End

ConditionState = REALLYDAMAGED
Model = UVRockBug_D
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End

ConditionState = RUBBLE
Model = UVRockBug_D
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = UVRockBug
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret
WeaponFireFXBone = PRIMARY WeaponB
WeaponLaunchBone = PRIMARY WeaponB
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVRockBug_D
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret
WeaponFireFXBone = PRIMARY WeaponB
WeaponLaunchBone = PRIMARY WeaponB
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
End

ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
Model = UVRockBug_D
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret
WeaponFireFXBone = PRIMARY WeaponB
WeaponLaunchBone = PRIMARY WeaponB
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
End

TrackMarks = EXTireTrack.tga

Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide

; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.

End

; ***DESIGN parameters ***
DisplayName = OBJECT:RocketBuggy
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY BuggyRocketWeapon
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY BuggyRocketWeaponUpgraded
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY BuggyRocketWeapon
Weapon = SECONDARY BuggyRocketWeaponAir
End
WeaponSet
Conditions = PLAYER_UPGRADE PLAYER_UPGRADE
Weapon = PRIMARY BuggyRocketWeaponUpgraded
Weapon = SECONDARY BuggyRocketWeaponUpgradedAir
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
BuildCost = 900
BuildTime = 10.0 ;in seconds
VisionRange = 180
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
Object = GLAPalace
End

ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GLAVehicleRocketBuggyCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RocketBuggyVoiceSelect
VoiceMove = RocketBuggyVoiceMove
VoiceAttack = RocketBuggyVoiceAttack
SoundMoveStart = RocketBuggyMoveStart
SoundMoveStartDamaged = RocketBuggyMoveStart
VoiceGuard = RocketBuggyVoiceMove


UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = RocketBuggyVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceCrush = RocketBuggyVoiceCrush
VoiceEnter = RocketBuggyVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 120
InitialHealth = 120

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 240
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 90
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL RocketBuggyLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

; The pop up AirDeath
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 5
ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 0
FX = INITIAL FX_BuggyNewDeathExplosion
OCL = FINAL OCL_RocketBuggyAirDeathStart
End

Behavior = AutoHealBehavior ModuleTag_08
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End

Behavior = WeaponSetUpgrade ModuleTag_99
TriggeredBy = Upgrade_GLABuggyAirRockets
End

Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_GLABuggyAmmo
End

Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
End

; A crushing defeat
Behavior = FXListDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_RocketBuggy_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_14
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_15
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = BOX
GeometryMajorRadius = 13.0
GeometryMinorRadius = 9.0
GeometryHeight = 7.5
GeometryIsSmall = Yes

Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

I think it's because I have two PLAYER_UPGRADE, but they mean different things. See, when I click on the airrcokets button to upgrade the buggy, when it's done, the buggy gets the moreammoupgrade instead.

I've tried putting a 1 at the end of my PLAYER_UPGRADE, and changing it in the UPGRADE.INI and COMMADNBUTTON.INI as well, but then the game wouldnt launch.

Anybody have any suggestions...?
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Old 10-22-2003, 12:58 PM   #7 (permalink)
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Quote:
Behavior = WeaponSetUpgrade ModuleTag_99
TriggeredBy = Upgrade_GLABuggyAirRockets
End

Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_GLABuggyAmmo
End
I don't think its possible to have two weaponset upgrades.. Look at the other units, I don't think anyone have them, cause you can't define more then two weaponsets, the one the unit start with and the one when it gets an upgrade..

I'm pretty sure, but can anyone confirm this?
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Old 10-22-2003, 01:09 PM   #8 (permalink)
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It's not possible, one of the fun little limitations of the Generals Engine.
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Old 10-22-2003, 01:22 PM   #9 (permalink)
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Quote:
Originally Posted by ice
you can't define more then two weaponsets, the one the unit start with and the one when it gets an upgrade..
Either you said it a bit weird or you didn't look properly. There is NO limit to the amount of WeaponSets you can have, only a limit posed by the amount of weapon conditions a unit may have. Just look at the scrap-upgradable units (like the Quad Cannon for example) and you'll see what I mean. In fact, you could even have 6 weaponsets, where the effect of the scrap upgrades (first 3) is upgraded to produce a completely new weaponset (second 3). The scorpion in Zero Hour has this (is scrap-upgradable, starts with cannon only, upgrades to cannon+rocket).
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Old 10-22-2003, 06:33 PM   #10 (permalink)
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So, can anybody help me out. This is really important to me. PLZ!

You wouldn't want me to give the GLA buggy the automatic upgrade to air rockets now would you.

By the way, I love the new site design. Much better than before.
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