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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
01-11-2004, 02:10 PM
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#1 (permalink)
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Junior Member
Join Date: Jun 2003
Posts: 18
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Adding units to ZH
Could someone please explain to me how to add units to zero hour. Adding units in generals is easy to me but im not sur if i what all i have to edit in order add units to zero hour. Any help would be much appreciated.
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01-11-2004, 02:44 PM
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#2 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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It's the same thing except the unit data goes in different files. That's all. And if you can't make up your mind about in which INI to put your new unit, just make a new INI file and stick it in the Object folder - Generals will read all INI files in there, regardless of their name.
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01-11-2004, 02:49 PM
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#3 (permalink)
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Junior Member
Join Date: Jun 2003
Posts: 18
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the thing is when i do try to put a new unit in its gives me an error saying somethin is wrong with the command set of the building that is suposed to build it
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01-11-2004, 02:58 PM
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#4 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Strange. Post the exact error text and I'll see what I can make of it.
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01-11-2004, 03:17 PM
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#5 (permalink)
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Junior Member
Join Date: Jun 2003
Posts: 18
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Release Crash at Sun Jan 11 13:06:30 2004
; Reason Error parsing INI file 'Data\INI\CommandSet.ini' (Line: 'CommandSet Lazr_AmericaWarFactoryCommandSet ')
Last error:
Current stack:
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01-11-2004, 03:31 PM
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#6 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Well it looks like there is something wrong with your unit's commandbutton. Could you post the code for it?
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01-11-2004, 04:17 PM
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#7 (permalink)
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Junior Member
Join Date: Jun 2003
Posts: 18
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Here ya go
CommandButton Command_ConstructAmericaTankCrusade
Command = UNIT_BUILD
Object = AmericaTankCrusade
TextLabel = CONTROLBAR:ConstructAmericaTankCrusade
ButtonImage = SACLeopard
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildCrusade
End
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01-11-2004, 05:01 PM
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#8 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Hmm, that code doesn't look wrong to me... Stange...
Anyone else know what's going on here?
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01-11-2004, 05:20 PM
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#9 (permalink)
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Junior Member
Join Date: Jun 2003
Posts: 18
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heres all the code
this the unit info in the laser general ini
;------------------------------------------------------------------------------
Object AmericaTankCrusade
; *** ART Parameters ***
SelectPortrait = SACLeopard_L
ButtonImage = SACLeopard
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_AmericaCompositeArmor
Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
Model = AVLeopard
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End
ConditionState = REALLYDAMAGED
Model = AVLeopard_D
End
ConditionState = RUBBLE
Model = AVLeopard_D
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Crusade
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY CrusaderTankGun
; Uncomment this when we want the crusader to have a machine too again
;Weapon = SECONDARY CrusaderMachineGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End
BuildCost = 900
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;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 = AmericaTankCrusadeCommandSet
; *** AUDIO Parameters ***
VoiceSelect = CrusaderTankVoiceSelect
VoiceMove = CrusaderTankVoiceMove
VoiceGuard = CrusaderTankVoiceMove
VoiceAttack = CrusaderTankVoiceAttack
SoundMoveStart = CrusaderTankMoveStart
SoundMoveStartDamaged = CrusaderTankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = CrusaderTankVoiceCreate
VoiceEnter = CrusaderTankVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = CrusaderTankVoiceCrush
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 480
InitialHealth = 480
; 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 = 960
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots= PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CrusaderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = ObjectCreationUpgrade ModuleTag_05
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_20
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_07
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_08
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_10
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_CrusaderTurret
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = DestroyDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
End
; A crushing defeat
Behavior = FXListDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = MaxHealthUpgrade ModuleTag_18
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
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 = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
----------------------------------------------
Heres the comand set for war factory and unit itself
CommandSet Lazr_AmericaWarFactoryCommandSet
1 = Lazr_Command_ConstructAmericaTankCrusader
2 = Lazr_Command_ConstructAmericaTankCrusade
3 = Lazr_Command_ConstructAmericaVehicleHumvee
4 = Lazr_Command_ConstructAmericaVehicleMedic
6 = Lazr_Command_ConstructAmericaVehicleSentryDrone
7 = Lazr_Command_ConstructAmericaVehicleAvenger
8 = Lazr_Command_ConstructAmericaVehicleMicrowave
9 = Command_UpgradeAmericaSentryDroneGun
11 = Command_UpgradeAmericaTOWMissile
13 = Command_SetRallyPoint
14 = Command_Sell
End
CommandSet Lazr_AmericaTankCrusadeCommandSet
1 = Lazr_Command_ConstructAmericaVehicleBattleDrone
2 = Lazr_Command_ConstructAmericaVehicleScoutDrone
3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
I dont kow whats wrong with it
But all i did do was copy the crusader info and change the name but i thought it would have worked
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01-12-2004, 02:59 PM
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#10 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Denmark
Posts: 119
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Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Those need each other (i think) so delete the upgrade module or remove the ;'s from the upgraded ArmorSet
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End
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