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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 02-07-2006, 01:56 AM   #121 (permalink)
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Quote:
Originally Posted by mrchris";p=&quot View Post
Don't know if this is new, but if you're sick of the shroud regrowing after some time, you can do one of two things:

1) Edit FactionBuilding.ini and set AmericaCommandCenter, GLACommandCenter and ChinaCommandCenter's VisionRange set to a really high number like 3000 to 5000, thus the map being deshrouded 100% of the time.
VisionRange is wrong it should be ShroudClearingRange....because Visionrange is what the object sees in the game world...
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Old 02-09-2006, 01:49 PM   #122 (permalink)
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Fixed!
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Old 01-01-2007, 05:34 PM   #123 (permalink)
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Cor! I'm going to pull out my necromancer wand and raise this baby from the dead!

*erm*

Anyway, I know this is not the place to post questions, and I apologize in advance, but can anyone tell me how to add new sciences to each faction's General Powers menu (eg science to build Paladin Tank; Red Guard Training; Technical Training; etc)? I created the new science, attached it to a button (in CommandButton.ini), and then to the rank commandset (CommandSet.ini), but it refuses to show up. Any tips/references to people who had the same problem?
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Old 01-01-2007, 07:35 PM   #124 (permalink)
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Create a new thread and ask there. It's perfectly feasible to create new sciences, you've just probably missed something out.
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Old 01-07-2008, 03:49 PM   #125 (permalink)
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RE the posts on deploying things, in ZH see the sentry drone and the China nuke cannon, they have DeployAiUpdate modules which makes them have to deploy before they can fire, and undeploy before they can move.

For more trade secrets, see this thread in another forum:
ini editing discoveries and tips for Generals & ZH - Cncmaps Map Editing Forums
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Old 01-07-2008, 05:15 PM   #126 (permalink)
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Originally Posted by DeeZire View Post
Im pretty sure in the SAGE engine that scaling objects does not affect their collision data. So a smaller infantry unit would still 'collide' with things as if it was its normal size, if you get my meaning.
You are right, and the solution is to change the Geometry data in the Object (usually listed right at the bottom in the code) to a smaller size.
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Old 01-07-2008, 05:25 PM   #127 (permalink)
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Originally Posted by Balkenende View Post
Dunno if this has been posted, but its kinda handy.
Ps, if anybody knows of a better way, im open to suggestions :P

OCL-ing a structure seems to remove its collision. Everybody has noticed that i think.
The reason is when you OCL an object which is IMMOBILE and has no Locomoter, its collision is lost. Even if you use the GLA_sneak attack structure.
Strange, I never noticed that. In my Laser general mod, the TARDIS uses OCLs to OCL a new TARDIS when it teleports to a new location and it seems to work fine, with units able to target it and collide with it and enter it, it seems to have the correct geommetry radius.

The GLA sneak attack structure seems to work fine too. When the starting structure which you cannot control appears, it dies automatically and uses CreateObjectDie to OCL the actual sneak attack tunnel which you can control (and it transfer the health of the dying object) and the new object that was OCLed seems to have correct collision geometry. Where did you see this effect? Perhaps it has to do with the disposition in the OCL?

Anyway, a possible workaround is to try a DynamicGeometryInfoUpdate module. I am not sure how it works though, see in Chris's updated module list. The FireStorm objects use a different version of this module.

Another possibility is to have the object have a GLA hole, destroy it after OCLing it, so the hole rebuilds a new object.

Another possibility is to use the EMP behaviour to change it's scale, this i used for the TARDIS so that it shrinks when teleporting away and grows and then shrinks slightly when appearing at the new location. Set the target scale to 1.0 to have it finally reach the correct size.

Another possibility is to use the behavior that lets GLA fake structures become real ones. OCL a fake structure, and have that object have a GrantUpgradeCreate module that grants it the upgrade to become the real structure (and of course the ReplaceObjectUpgrade module too).

Last edited by beng; 01-07-2008 at 05:32 PM.
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Old 04-16-2008, 10:59 AM   #128 (permalink)
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Module Tags

Module Tags can be defined however you wish, in fact you could use this entire message if you want to, but everything must be in one line. They need not follow the usual format, such as ModuleTag_01. I personally name my modules based on their behaviour, thus the W3DModelDraw module is usually called "Draw", or if there's several draw modules, they'll be named by the model (eg, scaffold), or if it is several spawn or OCL modules, then I name them as per what is being spawned. This helps in keeping them unique.

The Equals Sign

So far as I can tell, the equals sign is not required for most, if not all parameters in any INI file. Try it, remove a random one or even all of them from a file and see if it works, I'm pretty sure it will
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Old 09-07-2008, 12:40 PM   #129 (permalink)
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The = is indeed not required at all but you should include it always to make the code more readable for human readers.

Module tags should not be too long to save memory, and should not contain spaces.
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