logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,537
Total Threads: 8,627
Posts: 94,210

Administrators:
DeeZire, Redemption

There are currently 111 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements

DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Want to make a science that allows squads to be produced

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 01-29-2004, 06:26 AM   #1 (permalink)
Member
 
Join Date: Apr 2003
Location: Australia
Posts: 30
Send a message via ICQ to Kameiccillo Send a message via MSN to Kameiccillo
Default Want to make a science that allows squads to be produced

Hi,

I'm trying to make the infantry general have a science that allows him to build 3xMiniGunners or 2xTankHunters.

I know there is the ProductionUpdate module for the barracks that needs to be edited but how would I create a duplicate module that changes to the correct numbers when a science is purchased, also could be done with upgrade if required to be done that way.

Here is what I want it to look like:

Code:
  Behavior = ProductionUpdate ModuleTag_10
    QuantityModifier = Infa_ChinaInfantryMiniGunner   1
  End

  Behavior = ProductionUpdate ModuleTag_28
    QuantityModifier = Infa_ChinaInfantryMiniGunner   3
    QuantityModifier = Infa_ChinaInfantryTankHunter   2
    ScienceRequired = Infa_SCIENCE_SquadTraining
  End
When I run it with that code in there it just crashes when loading and the error is just that it had problems parsing the infa_chinabarracks. (AND YES I HAVE THE APPROPRIATE CODE FOR THE SCIENCE IN THERE)

PLEASE CAN SOMEONE HELP ME WORK THIS OUT!!!!!!

Thanks for any help.
Kameiccillo is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-29-2004, 06:53 AM   #2 (permalink)
Senior Member
 
Join Date: Nov 2003
Location: Hell
Posts: 272
Default

mybe make a this triggerd somehow by the scince, i will look at that code soon


BTW are you making an all infantry gen mod?
4hammer is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-29-2004, 07:00 AM   #3 (permalink)
Member
 
Join Date: Apr 2003
Location: Australia
Posts: 30
Send a message via ICQ to Kameiccillo Send a message via MSN to Kameiccillo
Default

Quote:
Originally Posted by 4hammer
mybe make a this triggerd somehow by the scince, i will look at that code soon


BTW are you making an all infantry gen mod?
4hammer

No I'm not making an all InfantryGeneral mod I'm just working on him at the moment.

Thanks for any help
Kameiccillo is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-29-2004, 07:14 AM   #4 (permalink)
Member
 
Join Date: Apr 2003
Location: Australia
Posts: 30
Send a message via ICQ to Kameiccillo Send a message via MSN to Kameiccillo
Default

I've been thinking about it some more.

I have come up with three alternitives:
1) Just quit worrying about all the hastle of figuring it out and set it so by default it builds the amounts I want and not worry about an upgrade or science.

2) Make a science and then make an upgrade that uses the science somehow and costs $0, maybe instant maybe not, then have that upgrade change the commandset of the barracks so it then builds two alternative units to replace the minigunner and tankhunter which are identical in every way except the have the group logic that the angy mobs have. Could be setup to be able to switch back to single normal troops if needed.

3) Just make an alternitive barracks

My personal choice is to continue on the original path if possible.

Please keep any thoughts comming in about the original idea.
Kameiccillo is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-29-2004, 07:41 AM   #5 (permalink)
Senior Member
 
Join Date: Nov 2003
Location: Hell
Posts: 272
Default

i just thought of somthing why not copying the minigunner and tank hunter (just with the code that makes 4 or 2 of them) and than make your scince make an commandset upgrade so it will have the modified minigunner and tunk hunter
4hammer is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-29-2004, 08:52 AM   #6 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 734
Send a message via ICQ to Flyby
Default

As far I can see VeterancyGainCreate is the only module were it is allowed to use the ScienceRequired tag...

The SpectreGunshipDeploymentUpdate uses a slightly different tag
RequiredScience

Any use outside the module will more then likely cause a crash.
Each module is a closed entity and has its own defined parameters.
You can't just drag a tag from one module to another.

You can mix different modules for a unit, but you can't mix their tags unpunished... [/i]
Flyby is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-29-2004, 09:47 AM   #7 (permalink)
Senior Member
 
Join Date: Nov 2003
Location: Hell
Posts: 272
Default

that his problem, if commandset upgrades are "allowed" in scince than my way should work
4hammer is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
vehicles are AI mass produced by all sides (WTF!?) tanyalover Red Alert 2 & Yuri's Revenge Editing 4 08-29-2007 08:31 AM
Built in squads but not like Angry Mob... Indigo Generals & Zero Hour Editing 4 10-17-2005 01:37 PM
Infantry Squads need help debugging Kameiccillo Generals & Zero Hour Editing 10 02-17-2004 09:41 PM
Science.ini modsonly Generals & Zero Hour Editing 23 10-10-2003 09:27 PM
Tank Squads Vanguard Generals & Zero Hour Editing 13 07-02-2003 01:19 PM


All times are GMT -4. The time now is 04:38 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.