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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 05-31-2004, 08:39 AM   #1 (permalink)
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Default ini Building Problem

what do i need todo to add a new type of building into the game what sould i add for the new building in the ini file and where?
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Old 05-31-2004, 09:11 AM   #2 (permalink)
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open the inifile( for example america.ini )...
then copy the code of an building...
at the new code search model
there you can write your new model into...
and then open the commandbutton.ini...
copy an entry...
and give the new one a new name...
and use your unitname for the new button...
then in commandset.ini copy an entry at the dozercommandset...
there you write your commandbuttonname from above...
and voila...
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Old 05-31-2004, 09:16 AM   #3 (permalink)
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what is the dozercommandset ???
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Old 05-31-2004, 09:18 AM   #4 (permalink)
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and i dont see American.ini could you give me a full name please


cand could you give a example code please
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Old 05-31-2004, 09:21 AM   #5 (permalink)
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dont know that exactly name...
open superweapongeneral.ini...
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Old 05-31-2004, 09:42 AM   #6 (permalink)
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Code:
;***DESIGN parameters ***
  DisplayName         = OBJECT:SpectreGunship
  EditorSorting       = VEHICLE
  Side                = AmericaAirForceGeneral
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 300.0 
  ShroudClearingRange = 300
  Prerequisites
    Object = AirF_AmericaAirfield AmericaAirfield
  End

  ArmorSet
    Conditions      = None
    Armor           = SpectreGunshipArmor
    DamageFX        = None
  End
  ArmorSet
    Conditions            = PLAYER_UPGRADE
    Armor                 = CountermeasuresSpectreGunshipArmor
    DamageFX              = None
  End

  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY   SpectreHowitzerGun
  End

  ExperienceValue = 50 100 150 400    ;Experience point value at each level
  ExperienceRequired = 0 150 450 900  ;Experience points needed to gain each level
  IsTrainable = No             ;Not Player built, so no veterancy..............................

  ;*** AUDIO Parameters ***
  VoiceSelect        = SpectreGunshipVoiceSelect
  VoiceAttack        = SpectreGunshipVoiceAttack
  VoiceMove          = SpectreGunshipVoiceMove
  SoundAmbient       = C130AmbientLoop
  SoundAmbientRubble = NoSound
  UnitSpecificSounds
    HowitzerFire     = SpectreHowitzerWeapon
  End


  ;*** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE

  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1000.0
    InitialHealth   = 1000.0
  End

  ExperienceValue     = 40 40 40 40  ;Experience point value at each level

  Behavior                          = JetSlowDeathBehavior ModuleTag_04
    DestructionDelay                = 99999999  ;destruction will happen when we
    RollRate                        = 0.0
    RollRateDelta                   = 100%      ;each frame, rollrate = rollrate * rollrateDelta
    PitchRate                       = 0.0
    FallHowFast                     = 110.0%    ;Bigger is faster (can be over 100%,it's a fraction of gravity)
    FXInitialDeath                  = FX_SpectreGunshipExplosionLight
    OCLInitialDeath                 = None
    DelaySecondaryFromInitialDeath  = 500       ;in milliseconds
    FXSecondary                     = FX_spectreDeathExplosion
    OCLSecondary                    = None
    FXHitGround                     = FX_spectreGunshipDeathExplosion
    OCLHitGround                    = OCL_A10DeathHitGround
    DelayFinalBlowUpFromHitGround   = 200       ;in milliseconds
  ;FXFinalBlowUp                   = FX_spectreGunshipDeathExplosion
    OCLFinalBlowUp                  = OCL_SpectreDeathFinalBlowUp
  End

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 500.0
  End

  ;SCRIPTED SUPPORT: These special power is triggered directly 
  ;from the transport without creating a transport. This is done 
  ;via new code support and CreateLocation USE_OWNER_OBJECT -- 
  ;which also prevents creating the payload transport.

  Behavior = AIUpdateInterface ModuleTag_07
    ForbidPlayerCommands = Yes ;this AIUpdate will only do command if from script or AI, not player
  End
  Locomotor = SET_PANIC BigPlaneLocomotor
  Locomotor = SET_NORMAL BigPlaneLocomotor

  Behavior = SpecialAbility ModuleTag_32 
    SpecialPowerTemplate = AirF_SuperweaponSpectreGunship
    UpdateModuleStartsAttack = Yes
  End

  Behavior = SpectreGunshipUpdate ModuleTag_10
    GattlingStrafeFXParticleSystem  = SpectreGattlingArmsSmoke
    SpecialPowerTemplate            = AirF_SuperweaponSpectreGunship
    HowitzerWeaponTemplate          = SpectreHowitzerGun
    GattlingTemplateName            = SpectreGunshipGattlingCannon 
    RandomOffsetForHowitzer = 20     
    TargetingReticleRadius  = 25
    OrbitInsertionSlope     = 0.7   ;steepness of orbit entry
    GunshipOrbitRadius      = 250
    HowitzerFiringRate      = 300   ;how long between each attempted shot of howitzer
    HowitzerFollowLag       = 200   ;how long after gattling acquires target can howitzer shoot same
    StrafingIncrement       = 20    ;how far apart is each shot of the gattling as it strafes
    AttackAreaRadius        = 200
    OrbitTime               = 10000 ;LEVEL1 (less than normal)!!!!

    AttackAreaDecal
      Texture           = SCCSpecTarg
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 1500
      Color             = R:127 G:177 B:222 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    TargetingReticleDecal
      Texture           = SCCSpecRet
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 50%
      OpacityMax        = 100%
      OpacityThrobTime  = 300
      Color             = R:127 G:177 B:222 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End

  Behavior = HelixContain ModuleTag_09
    Slots                     = 1
    DamagePercentToUnits      = 100%
    AllowInsideKindOf         = PORTABLE_STRUCTURE
    PassengersAllowedToFire   = Yes
  End


  Behavior = FlammableUpdate ModuleTag_08
    AflameDuration = 5000         ;If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ;taking this much damage...
    AflameDamageDelay = 500       ;this often.
  End

  Behavior                = ArmorUpgrade ModuleTag_Armor01
    TriggeredBy           = Upgrade_AmericaCountermeasures
  End

  Behavior                = CountermeasuresBehavior ModuleTag_11
    TriggeredBy           = Upgrade_AmericaCountermeasures
    FlareTemplateName     = CountermeasureFlare
    FlareBoneBaseName     = Flare ;Name of the base flare bone (Flare01, Flare02, Flare03)
    VolleySize            = 6     ;Number of flares launched per volley (requires bones)
    VolleyArcAngle        = 90.0  ;Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
    VolleyVelocityFactor  = 2.0   ;Shoots out flares at a stronger velocity with a higher value.
    DelayBetweenVolleys   = 1000  ;Time between flare volleys
    NumberOfVolleys       = 5     ;Number of times the volleys will fire before reloading
    ReloadTime            = 0     ;After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
    EvasionRate           = 50%   ;With active flares, the specified percentage will be diverted.
    ReactionLaunchLatency = 0     ;Reaction between getting shot at and the firing of the first volley of countermeasures.
    MissileDecoyDelay     = 200   ;A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
  End

  Geometry = Box
  GeometryIsSmall = No
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 10.0
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ;minimum elevation angle above horizon. Used to limit shadow length
End


is it this code i need?
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Old 06-01-2004, 12:51 PM   #7 (permalink)
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i thought that you want to create an building...
you new too copy an building...
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