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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 11-02-2003, 02:14 AM   #1 (permalink)
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Default Hard Coding

So much of the better features (hacking, combat drops, different damage types etc) in generals are hard coded, meaning the ini files simply call a certain function in the actual coding of the game to run the command. does anyone know anything about these? where they are? can they be touched at all? just curious...
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Old 11-02-2003, 04:37 AM   #2 (permalink)
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Unfortunately not If they are hard-coded then there is no way to touch them without hacking into the actual program, which is both illegal and very difficult so I don't suggest you try it

It is possible to fake things however, by using a similar module tag but that is also fairly difficult and may not work out quite how you want it to.

BTW, I think the different damage types are mainly just names - you can edit what they do in the armor.ini file, you just can't rename them or make new ones.
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Old 11-02-2003, 05:32 AM   #3 (permalink)
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damn. thats what i thought. hate it when im right.........
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Old 11-02-2003, 11:04 AM   #4 (permalink)
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Whats hardcoded that cant be modified or changed in the INIs anyway?
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Old 11-02-2003, 11:36 AM   #5 (permalink)
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I thought things like what can be targeted by the missile defender laser couldn't be changed ? If I'm wrong please tell me how to do this, becuase I really need to know
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Old 11-02-2003, 12:11 PM   #6 (permalink)
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Me 2 i would love it if the missiledfender whas able to target buildings
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Old 11-02-2003, 03:32 PM   #7 (permalink)
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I know all the 'special powers,' like the hero abilities, and most of the extra things you see in a units command set are hard coded. SpecialPower.ini links all the special powers the units have to a certain 'Enum' in the game code, my guess in game.dat. as for the missile defender:
Code:
CommandButton Command_AmericaMissileDefenderLaserGuidedMissiles
  Command                 = SPECIAL_POWER
  SpecialPower            = SpecialAbilityMissileDefenderLaserGuidedMissiles
  Options                 = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND
  TextLabel               = CONTROLBAR:LaserMissileAttack
  ButtonImage             = SSLaserMissile
  CursorName              = LaserGuidedMissiles
  InvalidCursorName       = GenericInvalid
  DescriptLabel           = CONTROLBAR:TooltipMissileDefenderLaser
  ButtonBorderType        = ACTION
  UnitSpecificSound       = MissileDefenderVoiceModeLaser
End
the actual attack is hard coded, but the targetting can be changed, i think. thought of changing the NEED_TARGET_ENEMY_OBJECT, but it works for the building targeting weapons too...
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