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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 07-22-2004, 10:50 PM   #1 (permalink)
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Join Date: Mar 2004
Location: England
Posts: 158
Default Whats wrong with this peice of code???

ok, i followed a tut given, but for some reason it dont work i went over everything about 3 times now, check it out, this is all i should need to add a new unit into, generals. its basicly a humvee with the skin of a civilen police car, with rocketbuggy prim wepon and loco of a technical, check it where did i screw up?? , (it looks like alot, but only the faction bit is, and i only changed a few of them, i copy and pasted the humvee you see)
(faction unit)
;************************************************* *******
Object AmericaVehicleCopCar

; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer

UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaTOWMissile
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo5 = XXX

Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

ConditionState = NONE
Model = CVPoliceCar
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

ConditionState = REALLYDAMAGED
Model = CVPoliceCar
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = CVPoliceCar
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = CVPoliceCar
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

TrackMarks = EXTireTrack.tga

Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide

; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding.

End

; ***DESIGN parameters ***
DisplayName = OBJECT:CopCar
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY BuggyRocketWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY BuggyRocketWeapon
Weapon = SECONDARY HumveeMissileWeapon
Weapon = TERTIARY HumveeMissileWeaponAir
PreferredAgainst = TERTIARY AIRCRAFT
End
ArmorSet
Conditions = None
Armor = HumveeArmor
DamageFX = TruckDamageFX
End
BuildCost = 200
BuildTime = 8.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 320
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaVehicleHumveeCommandSet

; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
VoiceCreate = HumveeVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = HumveeVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceUnload = HumveeVoiceUnload
VoiceEnter = HumveeVoiceMove
End

Behavior = AIUpdateInterface ModuleTag_20
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

Body = ActiveBody ModuleTag_02
MaxHealth = 240.0
InitialHealth = 240.0
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TechnicalLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;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

Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaTOWMissile
End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End

Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End

Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

; This is commented out per hotlist request 10/9 ML
; Behavior = CreateObjectDie ModuleTag_15
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
; End

Behavior = EjectPilotDie ModuleTag_16
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
; The following added out per hotlist request 10/9 as above ML
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End

Behavior = TransitionDamageFX ModuleTag_17
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End
;************************************************* *********
(command set)
;************************************************* *********
CommandSet AmericaWarFactoryCommandSet
1 = Command_ConstructAmericaTankCrusader
2 = Command_ConstructAmericaVehicleTomahawk
3 = Command_ConstructAmericaVehicleHumvee
4 = Command_ConstructAmericaVehicleMedic
5 = Command_ConstructAmericaVehiclePaladin
6 = Command_ConstructAmericaVehicleCopCar
; 9 = Command_UpgradeAmericaTomahawkRemoteControl ***CUT***
10 = Command_UpgradeAmericaTOWMissile
11 = Command_SetRallyPoint
12 = Command_Sell
End
;************************************************* *********
(command buton)
;************************************************* *********
CommandButton Command_ConstructAmericaVehicleCopCar
Command = UNIT_BUILD
Object = AmericaVehicleCopCar
TextLabel = CONTROLBAR:ConstructAmericaVehicleCopCar
ButtonImage = SAHummer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildCopCar
End
;************************************************* ********
i done the tooltip thing but this is where im going wrong somewhere, please help me :'( (its 3:45 am now, i cant go on, if only i had made this work, i would have felt a sence of achievement :'(
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Old 07-22-2004, 11:17 PM   #2 (permalink)
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So let me get this straight the vehicle doesnt build, or the build button doesnt show or the Descript label doesnt show but everything else works fine, could you explain more what is not working as you expected?
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Old 07-22-2004, 11:35 PM   #3 (permalink)
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ok boss as far as i know, i have made a new unit (cheesy but new) basicly wen i am USA and build a warfactroy there will be another unti to build, the number 6 button i think it will be along side the medic vehcal, but anyway somewhere in the placew where u buy units thereshould be a another picutre of the humvee called CopCar valued at 200 and its basicly a unti u purchase, fights, dies, whatever, but there no button to click the unit aint purcahsed therefore it cant come out of the factory the button simply does not appire in the american warfactory, what did i do wrong??
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Old 07-22-2004, 11:44 PM   #4 (permalink)
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how much you wanna bet he never edited the control button?

jmb8785
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Old 07-22-2004, 11:49 PM   #5 (permalink)
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dude all u see there is what i edited and a tooltp but thats not imortent it justc oems up when u hover over the button
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Old 07-22-2004, 11:56 PM   #6 (permalink)
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ok heart what exactly si going on, can u play the game or do u get an error, if u get an error, check the releasecrash info

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Old 07-23-2004, 12:05 AM   #7 (permalink)
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ok the ame loads up fine no crashes, its all good no errors nothing the unit i made aint in the game and it cant be acsesed not purchased
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Old 07-23-2004, 12:35 AM   #8 (permalink)
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ok i see what is not happening here, the build button is placed but does not show the correct pis or shows no pic, and the unit is not built when clicking on the build button.
first i am going to ask where you put every file that you edited all the ini and the w3d you created or edited.
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Old 07-23-2004, 12:53 AM   #9 (permalink)
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i have not made a new build pic i assumed it would use the humvee one, nor have i edited or used any W3D files, im using one it works beucase i swaped it with the humvee, then swaped it back, anyway i have placed

C:\Program Files\EA Games\Command and Conquer Generals\Data\INI\weapons.ini

C:\Program Files\EA Games\Command and Conquer Generals\Data\INI\CommandSet\CommandSet.ini

C:\Program Files\EA Games\Command and Conquer Generals\Data\INI\Object\FactionUnit.ini

C:\Program Files\EA Games\Command and Conquer Generals\Data\INI\CommandButton\CommandButton.ini

there are arts like icon i used i litterlycopyed the humvee code and changed the name and then wepons and the locomoto thats it
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Old 07-23-2004, 01:28 AM   #10 (permalink)
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Quote:
Originally Posted by heartless_ali
i have not made a new build pic i assumed it would use the humvee one, nor have i edited or used any W3D files, im using one it works beucase i swaped it with the humvee, then swaped it back, anyway i have placed

C:\Program Files\EA Games\Command and Conquer Generals\Data\INI\weapons.ini

C:\Program Files\EA Games\Command and Conquer Generals\Data\INI\CommandSet\CommandSet.ini

C:\Program Files\EA Games\Command and Conquer Generals\Data\INI\Object\FactionUnit.ini

C:\Program Files\EA Games\Command and Conquer Generals\Data\INI\CommandButton\CommandButton.ini

there are arts like icon i used i litterlycopyed the humvee code and changed the name and then wepons and the locomoto thats it
the 2 folders i highlighted in bold are not needed, just take your Commandbutton.ini and CammandSet.ini and place then in the INI folder, like with the Weapon.ini
So long as you stick with the same build pic names as the humvee this new unit should use them also.
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