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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 08-18-2004, 05:01 AM   #1 (permalink)
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Default Moduletag_xx names: are they used?

I know every Object Module has to have an unique Moduletag_(number) name, but are there any other requirements for it?
Does it have to start with moduletag, for instance?
And can you safely change the names of modules on existing objects/units without breaking anything (I might imagine scripts relying on moduletag names... but I really don't know).

Thanks for anyone who might know about this.
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Old 08-18-2004, 05:09 AM   #2 (permalink)
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I am pretty sure it needs to start with Moduletag_ but from what I've seen anything can go after it. Hell I have given up trying to keep track of the numbers and just use words there...
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Old 08-18-2004, 05:53 AM   #3 (permalink)
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Thanks, that means I'll be able to just generate an unique range of numbers in TibEd 2 during the INI file generation.
So I won't have to bother keeping track of the original names (of existing modules), if I understand it correctly as they aren't used anywhere else?
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Old 08-18-2004, 06:55 AM   #4 (permalink)
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It can be any name, it doesn't need to start with ModuleTag_ . So you can just name your tags after the module that uses them (much easier!). Like

Code:
Behavior = BaseRegenerateBehavior BaseRegenerateBehavior_1
End
The only time you ever need to refer back to the name is when you use the ReplaceModule directive to replace one module with another. But AFAIK that is only for map.ini files.
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Old 08-18-2004, 07:37 AM   #5 (permalink)
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Quote:
Originally Posted by ImmoMan
The only time you ever need to refer back to the name is when you use the ReplaceModule directive to replace one module with another. But AFAIK that is only for map.ini files.
Is this used in-game? Because if I start renaming in-game (normal) units as well, then it will probably break down when using those maps, right?
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Old 08-18-2004, 12:37 PM   #6 (permalink)
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Yes, but I don't think any of the multiplayer maps have any of those changes in them. Some of them have map.ini settings, but those just control weather AFAIK. And if your new stuff breaks some of the map.ini files, just change those files and ship them with your mod.
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Old 08-19-2004, 05:49 PM   #7 (permalink)
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I'm not making a mod, I'm making a mod-maker (TibEd).
So I would prefer to break as little as possible as I don't want to get obscure bug reports
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