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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 11-21-2003, 11:12 PM   #1 (permalink)
SJG
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Location: China
Posts: 180
Default Upgrading Armor

Well,from the factionunit.ini of Generals,we can see crusader tank has a module commented out:
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End
i want to make this kind of settings work,but i don't know how to make it available.
and in ZeroHour,I find InfantryGeneral's Bunker has a
Behavior = ArmorUpgrade ModuleTag_26
TriggeredBy = Upgrade_ChinaEMPMines
End

but to my puzzled,i can't find a upgraded armorset in its code.
Who can tell me?
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Old 11-21-2003, 11:31 PM   #2 (permalink)
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You can use that module in conjunction with the commented out one to create the armor upgrade. The part that is commented out defines the armor upgrade, and the part that is still there defines what sets the armor upgrade. I think that the bunker thing is a special case, as it's on all Chinese structures.
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Old 11-21-2003, 11:48 PM   #3 (permalink)
SJG
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Hmm...now i just want the overlord can upgrade its armorset when heroic,and foolishly i add
Behavior = ArmorSetUpgrade ModuleTag_23
TriggeredBy = Upgrade_Veterancy_HEROIC
End
certainly the game doesn't load...or should i use this?
Behavior = ArmorUpgrade ModuleTag_26
TriggeredBy = Upgrade_Veterancy_HEROIC
End
or somthing else?
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Old 11-21-2003, 11:59 PM   #4 (permalink)
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Where did you add that second module? If you added it to the Overlord, it won't work right, because of the duplication. If you add it to a structure that can't gain veterancy, it won't do any good, and could crash the game due to conflicts.
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Old 11-22-2003, 11:53 AM   #5 (permalink)
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I thought that you can't have an armor upgrade in generals, but you can in zh?
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Old 11-22-2003, 02:16 PM   #6 (permalink)
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you can in both generals and ZH

deezire posted how to do it in generals a while back

and in zh, look at the aircraft general's king rapotrs.
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Old 11-23-2003, 01:57 PM   #7 (permalink)
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Take a look at my module guide if you want more information (points at signature).

But anyway, the ArmorUpgrade module (no it's not ArmorSetUpgrade) triggers a condition for the ArmorSet, called PLAYER_UPGRADE. This means that if a particular ArmorSet's conditions (None, PLAYER_UPGRADE etc.) matches the current conditions, the ArmorSet switches to that set. Anytime a condition occurs that is not in any ArmorSet, the "Condition = None" set is used. So you could easily put in an upgrade module for a WeaponSet or ArmorSet, but as long as there is no specific set connected to the PLAYER_UPGRADE condition, it will stay in its default state. Got that?
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