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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-23-2003, 01:17 PM
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#1 (permalink)
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Junior Member
Join Date: Feb 2003
Location: UK
Posts: 7
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Creating Passenger Spaces in units
I'm managed to siphon the code from the Chinese APC thing and applied it to my Crusaders and Paladins. Here we go...
In the FactionUnit.ini put this set of code in the behaviour section as module 10:
Behavior = TransportContain ModuleTag_10
PassengersAllowedToFire = Yes
Slots = 1
InitialPayload = AmericaInfantryRanger 1
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
When built, the unit will contain one Ranger.
Now, in CommandSet.ini under the CrusaderTankCommandSet insert two new things:
CommandSet AmericaTankCrusaderCommandSet
1 = Command_ConstructAmericaVehicleBattleDrone
2 = Command_ConstructAmericaVehicleScoutDrone
3 = Command_TransportExit
4 = Command_Evacuate
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End
3 and 4 enable the tank to show the contained trooper and deploy the trooper if necessary. Try raising the cost of the tank to make it fairer...
That is all. :|
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02-24-2003, 03:58 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Re: Creating Passenger Spaces in units
Quote:
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Originally Posted by ErAzAnGeL
In the FactionUnit.ini put this set of code in the behaviour section as module 10:
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Please note, that if you have a custom vehicle, and want to add this yourself: Make sure, real sure, that there are no double ModuleTag_XX's, (where XX can be any integer between 01 and 99) otherwise, you can't get the game to start!
Quote:
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Originally Posted by ErAzAnGeL
Behavior = TransportContain ModuleTag_10
PassengersAllowedToFire = Yes
Slots = 1
InitialPayload = AmericaInfantryRanger 1
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
When built, the unit will contain one Ranger.
Now, in CommandSet.ini under the CrusaderTankCommandSet insert two new things:
CommandSet AmericaTankCrusaderCommandSet
1 = Command_ConstructAmericaVehicleBattleDrone
2 = Command_ConstructAmericaVehicleScoutDrone
3 = Command_TransportExit
9 = Command_Evacuate
10 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End
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To have more then one trooper, add as many (Italic) Command_TransportExit as there are (Underlined) slots, so with slots = 6 you'll have 3 till 8 as Command_TransportExit.
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02-24-2003, 05:56 PM
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#3 (permalink)
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Junior Member
Join Date: Feb 2003
Location: UK
Posts: 7
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Thanks Phoib, i realise that could have been misinterpreted.
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02-26-2003, 12:47 AM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Bunbury, Western Australia
Posts: 130
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At last, problem solved!
AT LAST!!
The last part of that (CommandSet stuff) had been a continual stumbling block for me. Thanks for posting that so no one else will end up overlooking the obvious. Perhaps Deezire could post this in the tutorials section?
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02-26-2003, 09:35 AM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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It will be featured in DZ's tutorials, but only after the community is ready for it.
Currently, nobody really understands the way the code is made, save DZ, RV and Flyby. (Flyby gave everyone a perfect hint though!)
Only AFTER you understand the principles of object orientated programming, one can begin to write new stuff.
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02-26-2003, 12:19 PM
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#6 (permalink)
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Junior Member
Join Date: Feb 2003
Location: UK
Posts: 7
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That is very true, i'm currently having an absolute nightmare implementing the new (what i call) SecretService unit... Blast the damned ini's!
Oh, and bugger the damn skins too!
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02-26-2003, 02:20 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Start small.
Don't try to make a 1337 unit the minute you open the ini's.
You fail. You fail misserably. Horribly. :devil:
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02-26-2003, 03:24 PM
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#8 (permalink)
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Junior Member
Join Date: Feb 2003
Location: UK
Posts: 7
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Nothings managed to go horribly bastard-like yet, however i do have the current problem of every change i make creating "serious errors". I mean, fuck, could they not have made an output file to locate the problem of the 'error'?
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02-26-2003, 04:27 PM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Searchest these forums, and thy prayers shall be answered :angel:
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02-27-2003, 10:57 AM
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#10 (permalink)
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Junior Member
Join Date: Feb 2003
Location: USA
Posts: 2
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sorry for that nub question,
but where do i find this *.ini files, because i searched several times through the generals data files, but found nothing  .
thx for answering my question.
greetz
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