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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 02-13-2004, 07:14 PM   #1 (permalink)
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Default Drones For Infantry?

I trying to make a mod that feature Infantry
with the abilities to have drones but every time i try it crash.

Can i get a little help please
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Old 02-14-2004, 12:37 PM   #2 (permalink)
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Well, post the parts of the ini files that you have edited, and we may be able to help you out.

Alternatively, you can take a look at your ReleaseCrashInfo.txt (in your Generals Data folder) and it will give you an error message - post that here and it may give you / us more of an idea to the error.

Personally, I think you just missed a section of the ini necessities out like an OCL identifier or what-not.
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Old 02-14-2004, 03:58 PM   #3 (permalink)
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Behavior = ObjectCreationUpgrade ModuleTag_14
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
End

That's all the code i added to the Infantry what's wrong with it?
Also i copied this from the hummer and added to the american infantry units
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Old 02-14-2004, 04:58 PM   #4 (permalink)
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Well, there's nothing wrong with that - possible solutions;
a) have you created any ini code in the CommandSet to allow the drones to be built?
b) Have you tried changing the offset in the OCL?
c) Have you made an addition to Upgrade.ini, if so, are you sure it's sound. This is the likely cause of the error.
d) The error may simply be you giving the module tag a different number - you don't do this in Generals, keep the original module tag number. It should be 06 for a battle drone and 07 for a scout drone.
e) Battle / Scout Drones have a prequisite of the War Factory - but that won't change their upgrade prequisite. This could be clashing. Change that in the Drone entry in the FactionUnit

That's all I can think of right now. One of those could likely be the problem, probably c,d or e. Most likely d.
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Old 02-15-2004, 12:10 PM   #5 (permalink)
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look in the releasecrashinfo text in your Generals Zero Hour Data folder in your My Documents... whats it say the problem is?
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Old 03-01-2004, 08:37 PM   #6 (permalink)
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no what I think the code I using is what the problem
anyone got any other code I could use or
borrow for my personal review please
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Old 03-01-2004, 09:08 PM   #7 (permalink)
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Well I just added the code to a ranger with no errors.

Quote:
Originally Posted by Ambershee
d) The error may simply be you giving the module tag a different number - you don't do this in Generals, keep the original module tag number. It should be 06 for a battle drone and 07 for a scout drone.
Youre on the right track, however, drones(in fact anything) can have a different module tag from unit to unit.What you cant have is two modules with the same tag in the same unit.

This is easy though becasue you can give module tags any name.I called mine "ModuleTag_XXX" to ensure there were no clashes.If you are going to apply a quick hack and slash across many units, then give it a unique tag.THis is more than likely the error if you used ModuleTag_14 across everything, becasue most units have more than 14 modules so u can expect quite a few clashes.

Quote:
e) Battle / Scout Drones have a prequisite of the War Factory - but that won't change their upgrade prequisite. This could be clashing. Change that in the Drone entry in the FactionUnit
It didnt require the war factory when I built one just then
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Old 03-01-2004, 10:11 PM   #8 (permalink)
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Ok, I know for a fact that it is possible to enable drones for structures, and that is harder than infantry, since structures never move.

But infantry do, just like vehicles, so it should be fairly easy. I never tried this, but just a guess, add the exact same lines to the infantry as any USA vehicle concerning the drone. Changinf ModuleTag# ofcourse.
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Old 03-01-2004, 10:44 PM   #9 (permalink)
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um.. put the drone build buttons in the infantry units command set?
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Old 03-02-2004, 04:01 AM   #10 (permalink)
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Quote:
Originally Posted by key0p
This is easy though becasue you can give module tags any name.I called mine "ModuleTag_XXX" to ensure there were no clashes.
In fact, you can give them any name, not just ModuleTag_nn. You could make code like Behavior = ObjectCreationUpgrade MyFriendIsGreen and it would still work!
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