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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Adding New Generals and General's Abilities

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 11-04-2004, 01:01 AM   #1 (permalink)
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Default Adding New Generals and General's Abilities

I'm makig a mod, I call it GCM. I know how to do a lot of basic things, but I have several questions to which I know not the answers. Assistence would be appreciated. :-)

I want to enable certain units, like a ranger for say, to be able to call in their own reinforcements (say, a dozer drop) every minute. To do this, I know I first have to put the button into the command set, then create th action in command button, and also put the plane's creation in object creation list... But what else is there?

Please list the files I have to change (and the jist of needed changes) to make rangers call in dozer paradrops. (Yes, I know it will be different for all 4 USA factions :-p )

Also, I want to enable 6 new generals... 2 to each faction. I know I have to make proper Player template Entries and make each general's unit and structure in the files like they are in the object folder. But what else do I need to do to make a general AND make him playable?

Please list the files I have to change and the jist of the changes I need to make.

And lastly, how does one make A10s fly in that formation? Like, I have it so that tank drop drops 7 vehicles at level 3... from 3 diffeent planes. I can't get them to have any definite formation, though. (this is purely vain... the planes work perfectly, but I want to know how to make them look good :-p )

Thank you for all your help :-)
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Old 11-04-2004, 08:10 PM   #2 (permalink)
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To make a Ranger call paradrops, you need:
  • A SpecialPower entry (in SpecialPower.ini) to control the timing of the paradrops.
  • To add an OCLSpecialPower module to the Ranger you wish to edit.
  • A new command button triggering your new SpecialPower (in CommandButton.ini).
  • To edit the Ranger's command set (in CommandSet.ini)
  • And OCL entry using DeliverPayload parameters (in ObjectCreationList.ini)

To add a new general, all you really need to do is add a new entry to PlayerFaction.ini. The new entry should then show up on the list when selecting a general for Skirmish play.

Did you try using the FormationSize and FormationSpacing flags on your Tank Drop OCL entry for your Tank Drop?
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Old 11-05-2004, 05:30 PM   #3 (permalink)
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Thank you very much :-)

However, I have an additional question... do weapons like the ECM missile jammer require firing bones? I want to enable the GLA Radar van to disable enemy incoming missiles (with an upgrade from the palace :-p ) and I just want to know if it's as simple as I think it is... adding the 'weapon upgrade' weapon set, adding the upgrade to the palace command set, adding it's purchase code to command button, and adding the upgrade itseld to "Upgrades". Is it just that simple?
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Old 11-05-2004, 06:47 PM   #4 (permalink)
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Before I say anymore, I should give you the ritual greeting: "USE TEH SERCH FUNCTION N00B!!!"

I'm pretty sure that firing bones are strictly optional for weapons--not specifying a bone would cause the weapon to use the root transform of the model, so it would technically still be using a bone.

If you want to give a missile-jamming weapon to an object, then it would be better to use FireWeaponUpdate to fire the weapon automatically instead of waiting until a missile appears within range. You should be able to use a normal upgrade for that.
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Old 11-05-2004, 07:24 PM   #5 (permalink)
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sorry sorry...


Behavior = FireWeaponUpdate ModuleTag_23
Weapon = ECMTankMissileJammer
TriggeredBy = Upgrade_GLARadarECM
End

So that is all I need for the radar van?
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Old 11-05-2004, 10:07 PM   #6 (permalink)
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All right... I tried that code sample... the game won't even load. I've tested it and I'm completely certain that the addition of that code to the Radar Van is exactly why the game won't load. Assistence on the matter would be appreciated :-)
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Old 11-06-2004, 12:22 PM   #7 (permalink)
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Try commenting out the TriggeredBy flag for that module. It may be that FireWeaponUpdate doesn't support upgrades...
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Old 11-06-2004, 12:52 PM   #8 (permalink)
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I did, and that little part was exactly the problem.

But I want the Radar van to not have ECM until the upgrade is purchased... so I'm thinking to make the weapon have a damage of 1 until the weapon is purchased, and then have the upgrade incrase teh damage by 10000%... but I don't know how to make "PLAYER_UPGRADE" reference to "UPGRADE_GLARADARECM"...

I must admit that this is more complicated than I originally suspected...
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Old 11-06-2004, 11:58 PM   #9 (permalink)
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I suppose you could have the upgrade create a dummy turret attached to the Radar Van like an Overlord upgrade and have the dummy hold the FireWeaponUpdate module.
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Old 11-10-2004, 12:44 AM   #10 (permalink)
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Edit: Problem solved...

btw, somehow all the ACADEMY entries in my general.csf are missing the last couple of sentences of the entry and I have no idea why, lol.
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