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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 01-07-2004, 01:16 AM   #1 (permalink)
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Default *KindOf* parameters list

I wanted to know the different kindofs so I made up a list from all the object files in generals.If one has already been made with the meanings explained could someone be so kind as to provide me with the link? Im on 56K at the moment and surfing is a headache.

Code:
----KindOf--------

AIRCRAFT
AIRCRAFT_PATH_AROUND
ALWAYS_SELECTABLE
ALWAYS_VISIBLE 
ATTACK_NEEDS_LINE_OF_SIGHT 
AUTO_RALLYPOINT 
BALLISTIC_MISSILE
BOAT
BRIDGE
BRIDGE_TOWER
CAN_ATTACK 
CAN_BE_REPULSED
CAN_CAST_REFLECTIONS 
CAN_RAPPEL
CAN_SEE_THROUGH_STRUCTURE 
CANNOT_BUILD_NEAR_SUPPLIES
CAPTURABLE 
CASH_GENERATOR 
CLEANUP_HAZARD
CLEARED_BY_BUILD
CLICK_THROUGH 
COLLECTS_PRISON_BOUNTY 
COMMANDCENTER 
DEFENSIVE_WALL
DISGUISER
DONT_AUTO_CRUSH_INFANTRY
DOZER
DRAWABLE_ONLY
DRONE 
FORCEATTACKABLE
FS_BASE_DEFENSE
FS_FACTORY 
FS_POWER 
FS_TECHNOLOGY 
GARRISONABLE_UNTIL_DESTROYED
HARVESTER
HEAL_PAD 
HERO
HUGE_VEHICLE
HULK
IGNORED_IN_GUI
IGNORES_SELECT_ALL
IMMOBILE 
IMMUNE_TO_CAPTURE 
INERT
INFANTRY 
LANDMARK_BRIDGE
LINEBUILD 
LOW_OVERLAPPABLE
MINE
MOB_NEXUS 
MP_COUNT_FOR_VICTORY
NO_COLLIDE  
NO_GARRISON
NO_HEAL_ICON
NONE
PARACHUTABLE
PARACHUTE 
PORTABLE_STRUCTURE
POW_TRUCK
POWERED 
PRELOAD 
PRISON 
PRODUCED_AT_HELIPAD
PROJECTILE 
REBUILD_HOLE 
REPAIR_PAD 
REVEAL_TO_ALL
SALVAGER
SCORE 
SCORE_CREATE
SCORE_DESTROY 
SELECTABLE 
SHOW_PORTRAIT_WHEN_CONTROLLED
SHRUBBERY
SMALL_MISSILE
SPAWNS_ARE_THE_WEAPONS
STEALTH_GARRISON
STICK_TO_TERRAIN_SLOPE 
STRUCTURE 
SUPPLY_SOURCE
SUPPLY_SOURCE_ON_PREVIEW 
TECH_BUILDING
TRANSPORT
UNATTACKABLE
VEHICLE
WALK_ON_TOP_OF_WALL
WAVEGUIDE
WEAPON_SALVAGER
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Old 01-07-2004, 03:16 AM   #2 (permalink)
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I will use this (for my program). Thank you. Please do me a favor, I notice the CAN_WALK_ON_WALLS and so on. Are some of these ZH? If so please seperate them.
If someone else could elaborate on the non-self-explanitories, the things that make the game crash, or so on (I remember you had to have the chinook AI to make an upgradeable ground transport or something like that...but it made the thing stop or something).
-Much Appreciating Syco
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Old 01-07-2004, 06:58 AM   #3 (permalink)
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The list is for Generals (not ZH) and is not complete, Im sure Flyby posted a fuller list which I added too. POW_TRUCK isnt valid anymore.

WALK_ON_TOP_OF_WALL is used on DEFENSIVE_WALL to allow AI/infantry to walk over it - the ability for them to do so is determined by WallHeight= in AIData.INI.
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Old 01-07-2004, 07:01 AM   #4 (permalink)
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why don't you ask for it? I got this made months ago...
These is the COMPLETE list of Kindoffs (right from the DAT file) for ZH:

Code:
AIRCRAFT 
AIRCRAFT_CARRIER
AIRCRAFT_PATH_AROUND
ALWAYS_SELECTABLE
ALWAYS_VISIBLE
ARMOR_SALVAGER
ATTACK_NEEDS_LINE_OF_SIGHT
AUTO_RALLYPOINT
BALLISTIC_MISSILE
BLAST_CRATER 
BOAT 
BOOBY_TRAP
BRIDGE
BRIDGE_TOWER
CAN_ATTACK 
CAN_BE_REPULSED
CAN_CAST_REFLECTIONS 
CAN_RAPPEL
CAN_SEE_THROUGH_STRUCTURE
CANNOT_BUILD_NEAR_SUPPLIES
CANNOT_RETALIATE
CAPTURABLE
CASH_GENERATOR 
CLEANUP_HAZARD
CLEARED_BY_BUILD
CLICK_THROUGH
CLIFF_JUMPER
COMMANDCENTER
CONSERVATIVE_BUILDING
CRATE 
DEFENSIVE_WALL
DEMOTRAP
DISGUISER
DONT_AUTO_CRUSH_INFANTRY
DOZER 
DRAWABLE_ONLY
DRONE 
EMP_HARDENED
FORCEATTACKABLE
FS_ADVANCED_TECH
FS_AIRFIELD
FS_BARRACKS 
FS_BASE_DEFENSE
FS_BLACK_MARKET
FS_FACTORY
FS_FAKE
FS_INTERNET_CENTER
FS_POWER
FS_STRATEGY_CENTER
FS_SUPERWEAPON
FS_SUPPLY_CENTER
FS_SUPPLY_DROPZONE
FS_TECHNOLOGY 
FS_WARFACTORY
GARRISONABLE_UNTIL_DESTROYED 
HARVESTER
HEAL_PAD 
HERO 
HUGE_VEHICLE
HULK 
IGNORED_IN_GUI
IGNORES_SELECT_ALL
IMMOBILE 
IMMUNE_TO_CAPTURE
INERT 
INFANTRY
LANDMARK_BRIDGE 
LINEBUILD 
LOW_OVERLAPPABLE 
MINE
MOB_NEXUS 
MONEY_HACKER
MP_COUNT_FOR_VICTORY
NO_COLLIDE
NO_GARRISON
NO_HEAL_ICON
NO_SELECT 
OBSTACLE
OPTIMIZED_TREE 
PARACHUTABLE
PARACHUTE 
PORTABLE_STRUCTURE
POWERED
PRELOAD 
PRODUCED_AT_HELIPAD
PROJECTILE 
PROP
REBUILD_HOLE 
REJECT_UNMANNED
REPAIR_PAD 
REVEAL_TO_ALL
REVEALS_ENEMY_PATHS
SALVAGER 
SCORE 
SCORE_CREATE 
SCORE_DESTROY 
SELECTABLE 
SHOW_PORTRAIT_WHEN_CONTROLLED
SHRUBBERY 
SMALL_MISSILE 
SPAWNS_ARE_THE_WEAPONS
STEALTH_GARRISON
STICK_TO_TERRAIN_SLOPE 
STRUCTURE 
SUPPLY_SOURCE
SUPPLY_SOURCE_ON_PREVIEW
TECH_BASE_DEFENSE 
TECH_BUILDING
TRANSPORT 
UNATTACKABLE 
VEHICLE
WALK_ON_TOP_OF_WALL
WAVE_EFFECT
WAVEGUIDE
WEAPON_SALVAGER
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Old 01-07-2004, 07:39 AM   #5 (permalink)
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this is for generals version 1.0, im away from home and im not downloading updates on 56k with a single phone line

I made it myself because it was quicker and less of a headache than searching(I miss my cable) - I wanted it immediately coz I was bored and wanted to know what kindofs I had to work with to make specialised horde groups and such.

BTW, how do you get them straight from the DAT file? what program?
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Old 01-07-2004, 07:49 AM   #6 (permalink)
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Generals listing :

Code:
AIRCRAFT    
AIRCRAFT_PATH_AROUND 
AIRFIELD   
ALWAYS_SELECTABLE  
ALWAYS_VISIBLE  
ATTACK_NEEDS_LINE_OF_SIGHT  
AUTO_RALLYPOINT
BALLISTIC_MISSILE 
BOAT    
BRIDGE  
BRIDGE_TOWER  
CAN_BE_REPULSED
CAN_CAST_REFLECTIONS    
CAN_RAPPEL
CAN_SEE_THROUGH_STRUCTURE 
CANNOT_BUILD_NEAR_SUPPLIES 
CAPTURABLE  
CASH_GENERATOR  
CLEANUP_HAZARD 
CLEARED_BY_BUILD  
CLICK_THROUGH  
COMMANDCENTER  
CRATE  
DEFENSIVE_WALL  
DISGUISER  
DONT_AUTO_CRUSH_INFANTRY
DOZER   
DRAWABLE_ONLY  
DRONE 
FORCEATTACKABLE
FS_BASE_DEFENSE 
FS_FACTORY  
FS_POWER  
FS_TECHNOLOGY  
GARRISONABLE_UNTIL_DESTROYED 
HARVESTER   
HEAL_PAD   
HUGE_VEHICLE    
HULK   
IGNORED_IN_GUI  
IGNORES_SELECT_ALL
IMMOBILE    
IMMUNE_TO_CAPTURE 
INERT 
INFANTRY
LANDMARK_BRIDGE 
LINEBUILD   
LOW_OVERLAPPABLE  
MINE    
MOB_NEXUS 
MP_COUNT_FOR_VICTORY 
NO_COLLIDE  
NO_GARRISON
NO_HEAL_ICON
NONE
OBSTACLE
PARACHUTABLE
PARACHUTE 
PORTABLE_STRUCTURE  
POWERED 
PRELOAD
PRODUCED_AT_HELIPAD
PROJECTILE 
REBUILD_HOLE  
REPAIR_PAD 
REVEAL_TO_ALL  
SALVAGER    
SCORE 
SCORE_CREATE 
SCORE_DESTROY 
SELECTABLE  
SHOW_PORTRAIT_WHEN_CONTROLLED 
SPAWNS_ARE_THE_WEAPONS 
STEALTH_GARRISON  
STICK_TO_TERRAIN_SLOPE 
STRUCTURE
SUPPLY_SOURCE  
SUPPLY_SOURCE_ON_PREVIEW  
TECH_BUILDING  
TRANSPORT   
UNATTACKABLE
VEHICLE
WALK_ON_TOP_OF_WALL
WAVE_EFFECT 
WAVEGUIDE  
WEAPON_SALVAGER
just open the *.dat file with notpad.. as simple as that...
All classes are defined in textfile format, so you can still read them. I'm currently compiling a listing with all odd and unused classes that are present in the game file...
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Old 01-07-2004, 10:36 PM   #7 (permalink)
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Thanks, now can you tell me what the parameters are? (See above)
-Syco
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Old 01-08-2004, 06:20 AM   #8 (permalink)
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There is very little to explain.
They are just names of categories by which you can group all the objecs you find in the game. I suspect they are used to help the AI understand what the object is used for.
The real properties of an object are defined by the Behavior tags you'll find under the ENGINEERING section.

That's my conclusion after looking through the code.
Unless of course people like Deezire, who were participating during the alpha/beta stages have a better understanding of what the kindof designation stands for.
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Old 01-08-2004, 03:55 PM   #9 (permalink)
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The KindOf is used in 3 ways.

1 - AI classification - so the AI knows it (or somebody) owns a certain 'type' of object, so that this can be used to set certain conditions - this is the fundamental basis of the whole AI engine;

2 - module operation - some object modules require a specific KindOf set in order to make use of related code - one aspect of the object-oriented engine;

3 - object interaction - for objects to interact, they are placed into 'groups' like INFANTRY or VEHICLE so the game knows how a certain type of object with certain behavioral characteristics acts, reacts and interacts with other types of objects.

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Old 01-08-2004, 08:43 PM   #10 (permalink)
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Yes, this does bring up an interesting question. Can you have multiple "conflicting" KindOfs? For instance making a unit infantry and tank?
-Syco
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