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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-31-2006, 07:59 AM
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#31 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 435
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01-07-2008, 05:01 PM
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#32 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 704
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Quote:
Originally Posted by IraqiPeopleRocks
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Chris's updated version is very good, but still not complete. It doesn't mention that most if not all (i haven't tried it in missileAI) of the AI modules can take Turret and AltTurret parameters, that FxListDie can take StartsActive, TriggeredBy and ConflictsWith [upgrades], and is missing some modules, though i cannot now remember which ones.
Also for ParaChuteContain it lists KillWhenLandingInWaterSlop = [Yes/No] as one of the parameters. Though it is in Game.dat, this does not work and will crash the game if you try it.
And PhysicsBehavior can take
VehicleCrashesIntoBuildingWeaponTemplate = [some weapon]VehicleCrashesIntoNonBuildingWeaponTemplate = [some weapon]
This was in the earlier version of the module list but was omitted later.
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02-28-2008, 12:09 AM
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#33 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 704
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Also the module list is missing GrantScienceUpgrade, which is used by the strategy center to give the MOAB science when the user buys the MOAB upgrade.
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03-04-2008, 08:05 AM
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#34 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 704
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In the Appendix, the model condition state listing omits SOLD
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07-03-2008, 12:53 PM
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#35 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 704
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OverlordContain can take PayloadTemplateName (See AmericaTankAvenger) and i think also InitialPayload (i tried it in Generals if i remember).
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07-03-2008, 01:06 PM
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#36 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 435
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Thanks beng, I could update the module list some more. Oh yeah, this is actually chris. 
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07-03-2008, 02:11 PM
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#37 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 704
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Thanks for updating Deezire's module list, it is very very useful to moders.
Do you have the original Generals one? Some people are still modding or making map.inis for original Generals and it helps to have the old version without the ZH stuff.
In the appendix, the AnimationFlagTypes does not seem to distinguish between the words that can be used in Draw module AnimationMode= lines and the ones that go in Flags= lines, are they interchangeable?
Also, other things you could add to the appendix of the module list are WeaponSet conditons (including VETERAN ELITE HERO, to go with the corresponding model weaponset_* conditionstates), Weapon.ini settings (like some interesting ones like RadiusDamageAngle), Geommetery settings (cylinder, box, sphere, shadow type, instance fuzziness (see trees), scale, geommeteryissmall), Locomotor.ini settings, ObjectCreationList.ini settings, ParticleSystems.ini specifications - see:
ini editing discoveries and tips for Generals & ZH - CnCMaps Map Editing Forums
Command & Conquer Files - Particle Effects
PS: The module listing omits to say that InstantDeathBehavior can take Weapon = [some weapon]
Last edited by beng; 07-03-2008 at 02:14 PM.
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07-03-2008, 10:24 PM
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#38 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 435
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Quote:
Originally Posted by beng
Thanks for updating Deezire's module list, it is very very useful to moders.
Do you have the original Generals one? Some people are still modding or making map.inis for original Generals and it helps to have the old version without the ZH stuff.
In the appendix, the AnimationFlagTypes does not seem to distinguish between the words that can be used in Draw module AnimationMode= lines and the ones that go in Flags= lines, are they interchangeable?
Also, other things you could add to the appendix of the module list are WeaponSet conditons (including VETERAN ELITE HERO, to go with the corresponding model weaponset_* conditionstates), Weapon.ini settings (like some interesting ones like RadiusDamageAngle), Geommetery settings (cylinder, box, sphere, shadow type, instance fuzziness (see trees), scale, geommeteryissmall), Locomotor.ini settings, ObjectCreationList.ini settings, ParticleSystems.ini specifications - see:
ini editing discoveries and tips for Generals & ZH - CnCMaps Map Editing Forums
Command & Conquer Files - Particle Effects
PS: The module listing omits to say that InstantDeathBehavior can take Weapon = [some weapon]
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@AnimationFlag and Flag: From my test, they're not interchangeable
Sorry but i don't have the VGenerals version of module list anymore.
Also, If i remember correctly, out of boredom. I made a few reference guides for my self for(LOL) Like:
The Available Weapon.ini parameters.
The Available Locomotor.ini parameters.
Explaining Geometry settings and how it works.
A list of available unit sound flags and for the "UnitSpecificSounds" part.
A list of Extra object "weaponset" options.
A list of "unused" terrain "Classes".
Etc, even though they're incomplete, lacks really useful descriptions and outdated. I'm also not sure if i'm going to even release them. As for the current module list, i might.
For the ObjectCreationList.ini settings, I have no clue what's the full list of the parameters available. :/
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07-04-2008, 06:34 PM
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#39 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 704
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Those lists look interesting, maybe you could add them to the appendix of your module list.
While playing with parachutes, i found that ParachuteContain cannot use the KillWhenLandingInWaterSlop parameter, which is in the module list. It will crash the game.
Also, in HijackerUpdate (what is thie module for?) the OffsetZ parameter will crash the game.
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07-06-2008, 01:21 PM
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#40 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 704
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ConvertToHijackedVehicleCrateCollide cannot take FXList parameter, it will crash the game.
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