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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 08-02-2004, 09:33 AM   #1 (permalink)
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Default Modifying SNEAK_ATTACK

Hi

I'm kinda stuck with modiifying the GLA's Sneak Attack special weapon

Its just a prototype at the moment, but I'd like it so that the GLA build structures via the shortcut bar, rather than with workers

This is possible, but I can't figure out what in the INI files to modify and duplicate
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Old 08-02-2004, 09:41 AM   #2 (permalink)
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I dont know exactly but you can try looking into OCLs. But I have never looked at the sneak attack. Um, just how many building do you want to build this way??

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Old 08-02-2004, 11:10 AM   #3 (permalink)
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All of the GLA buildings

Fortunatly for me, however, the game I'm basing my mod on allowed that faction to place their buildings anywhere, even in enemy bases (but their construction times and construction health was very low to compensate)

I dunno how I'll take resources from the faction, as that isn't supported by the special weapon

...but I could set the building to act like the GLA Black Market, only in reverse, and take money (equal to the cost of the building) but set the cycle to like 10 years or so
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Old 08-02-2004, 11:31 AM   #4 (permalink)
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Update:

The specialweapon.ini file makes a link to an Enum value for the superweapon

I can't see anything in any of the INI files linking anything in specialweapon.ini to anything in the ObjectCreationList.ini file
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Old 08-02-2004, 01:37 PM   #5 (permalink)
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Your idea sounds interesting - could this method be used to emulate the original C&C style of building?
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Old 08-02-2004, 02:01 PM   #6 (permalink)
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Well, yes... and no

yes, in that you can place buildings from the interface itself

no... in that unlike the ConYard based games you can place the buildings anywhere

To have a "maximum range" for building, instead you have a ConYard building that then has a commandset button to fire a weapon that creates a building anywhere within its range

The disadvantage to that is that you can't place buildings from the interface
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Old 08-03-2004, 03:15 PM   #7 (permalink)
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If you want the building to be build off the shortcut bar, it can only hold so many.

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Old 08-03-2004, 04:21 PM   #8 (permalink)
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Thats not a problem, the faction in question only has a few buildings... fortunatly

AFAIK, the shortcut bar can only hold 8 buttons, right?

Well, *counts...* Solar Plant, Main Base, Defender, Guardian, Weather Control, Research Center, Laser Fence Post, Mine, and the Airbase

hmmm, thats 9

I'll see if there's a way to increase it somehow, if not I could always either get rid of the laser-fence post or the airbase (and have the Main-Base produce aircraft like in the original)

Oh, and no prizes for guessing what TC I'm working on, because I've made it clear 3 times in the past
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Old 08-03-2004, 06:52 PM   #9 (permalink)
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Shortcut bar or Controlbar?

If you use the controlbar you'll have more spaces to work with (14 in ZH if I remember correctly.) ((There is an option to disable it from being fired from the shortcut bar somewhere in the superweapon code))

That is an interesting thought, and I suppose it could be used to emulate CnC style construction (minus the minimum range). As for "paying" for the structure, there is an option that is used in Oil Derrick/Black Market code that is called something like InitialBurst = (the oil derrick uses this to give you 1000 credits as soon as you capture the structure) perhaps you could use that to take away all the money at once, and then set the other variables to 0 so it wouldn't take any more credits away from the player. Just a thought.

As for coding the actual superweapon, you first have to make a new science, then make a new specialweapon that requires that science to be built. After that it varies, for structures that are available right off the bat, you can edit IntrinsicSciences = in PlayerTemplate.ini and grant the science to the player as soon as the game starts. To emulate prerequisites you'll have to use a GrantScience module tag on the prerequisite structure. Sorry I can't be more specific and some of the names might not be correct but I don't have the files in front of me as I had a comp crash this week.
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Old 08-04-2004, 12:50 AM   #10 (permalink)
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don't forget that you can use the GLA worker logic to make a whole new command set available
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