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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Upgrading from Carpet bomb to Nuke Carpet Bomb

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

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Old 01-14-2005, 06:48 PM   #1 (permalink)
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Default Upgrading from Carpet bomb to Nuke Carpet Bomb

MOAB is an upgrade to Fuel Air Bomb. So, I came up with the idea of making Nuclear carpet bomb into an upgrade to Carpet Bomb. The new combined Nuclear Carpet bomb works prefectly, but I cannot make its button change icon - it keeps displaying Carpet Bomb's icon. What should I do?
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Old 01-14-2005, 08:35 PM   #2 (permalink)
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If all else fails, couldn't you just switch the commandset to have a button that works?
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Old 01-15-2005, 07:18 AM   #3 (permalink)
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I believe it has to do with using the same SpecialPower Enum
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Old 01-15-2005, 11:37 PM   #4 (permalink)
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MOAB'b button changes, A10 button changes, Frenzy button changes, Artillery button changes, paradrop button changes, Specter gunship button changes, Emergrncy repair button changes,... but mine does not. I've immitated their command buttons and upgrades but it was to no avail. The only thing I can imagine I've mistaken is forgetting a very simple matter.

About changing the commandset, what about the shortcut bar?
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Old 01-15-2005, 11:46 PM   #5 (permalink)
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Here is my buttons code:
Code:
CommandButton Command_ChinaCarpetBomb
  Command       = SPECIAL_POWER
  SpecialPower  = SuperweaponChinaCarpetBomb
  Science       = SCIENCE_ChinaCarpetBomb Nuke_SCIENCE_ChinaCarpetBomb
  Options       = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel     = CONTROLBAR:CarpetBomb
  ButtonImage   = SNCBomber
  RadiusCursorType  = CARPETBOMB
  InvalidCursorName = GenericInvalid
  ButtonBorderType  = ACTION
  DescriptLabel     = CONTROLBAR:TooltipCarpetBomb
End

CommandButton Early_Command_ChinaCarpetBomb
  Command       = SPECIAL_POWER
  SpecialPower  = Early_SuperweaponChinaCarpetBomb
  Science       = Early_SCIENCE_ChinaCarpetBomb Nuke_SCIENCE_ChinaCarpetBomb
  Options       = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel     = CONTROLBAR:CarpetBomb
  ButtonImage   = SNCBomber
  RadiusCursorType  = CARPETBOMB
  InvalidCursorName = GenericInvalid
  ButtonBorderType  = ACTION
  DescriptLabel     = CONTROLBAR:TooltipCarpetBomb
End

CommandButton Command_ChinaCarpetBombFromShortcut
  Command       = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower  = SuperweaponChinaCarpetBomb
  Science       = SCIENCE_ChinaCarpetBomb Nuke_SCIENCE_ChinaCarpetBomb
  Options       = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel     = OBJECT:CarpetBomb
  ButtonImage   = SNCBomber
  RadiusCursorType  = CARPETBOMB
  InvalidCursorName = GenericInvalid
  DescriptLabel     = CONTROLBAR:TooltipCarpetBomb
End

CommandButton Early_Command_ChinaCarpetBombFromShortcut
  Command       = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower  = Early_SuperweaponChinaCarpetBomb
  Science       = Early_SCIENCE_ChinaCarpetBomb Nuke_SCIENCE_ChinaCarpetBomb
  Options       = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel     = OBJECT:CarpetBomb
  ButtonImage   = SNCBomber
  RadiusCursorType  = CARPETBOMB
  InvalidCursorName = GenericInvalid
  DescriptLabel     = CONTROLBAR:TooltipCarpetBomb
End
Here is the General's Promotion screen's buttons code:
Code:
CommandButton Command_PurchaseScienceCarpetBomb
  Command           = PURCHASE_SCIENCE
  Science           = SCIENCE_ChinaCarpetBomb
  ButtonImage       = SNCBomber
  ButtonBorderType  = UPGRADE
  TextLabel         = CONTROLBAR:CarpetBomb
  ConflictingLabel  = OBJECT:CarpetBomb
  DescriptLabel     = CONTROLBAR:TooltipCarpetBomb
End

CommandButton Early_Command_PurchaseScienceCarpetBomb
  Command           = PURCHASE_SCIENCE
  Science           = Early_SCIENCE_ChinaCarpetBomb
  ButtonImage       = SNCBomber
  ButtonBorderType  = UPGRADE
  TextLabel         = CONTROLBAR:CarpetBomb
  ConflictingLabel  = OBJECT:CarpetBomb
  DescriptLabel     = CONTROLBAR:TooltipCarpetBomb
End

CommandButton Nuke_Command_FAKECOMMAND_PurchaseScienceNukeCarpetBomb
  Command           = PURCHASE_SCIENCE
  Options           = SCRIPT_ONLY
  Science           = Nuke_SCIENCE_ChinaCarpetBomb
  ButtonImage       = SSNkeCrptBmb
  TextLabel         = CONTROLBAR:Nuke_CarpetBomb
  ConflictingLabel  = OBJECT:Nuke_CarpetBomb
  DescriptLabel     = CONTROLBAR:Nuke_TooltipCarpetBomb
End
And Here is my Command Center's special power code:
Code:
  Behavior = OCLSpecialPower ModuleTag_CarpetBombChina
    SpecialPowerTemplate = SuperweaponChinaCarpetBomb
    UpgradeOCL           = Nuke_SCIENCE_ChinaCarpetBomb Nuke_SUPERWEAPON_ChinaCarpetBomb
    OCL                  = SUPERWEAPON_ChinaCarpetBomb
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End 
  Behavior = OCLSpecialPower ModuleTag_Early_CarpetBombChina
    SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb
    UpgradeOCL           = Nuke_SCIENCE_ChinaCarpetBomb Nuke_SUPERWEAPON_ChinaCarpetBomb
    OCL                  = SUPERWEAPON_ChinaCarpetBomb
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End
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Old 01-21-2005, 04:09 AM   #6 (permalink)
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I have been having similar problems with adding upgradeable General's Powers. I believe that it may have something to do with the Enum= tag, but I can't be certain.
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Old 01-21-2005, 06:15 PM   #7 (permalink)
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I've solved my issue! You see the Nuke_Command_FAKECOMMAND_PurchaseScienceNukeCarpet Bomb over there? It should be placed in commandset.ini in a Rank1, Rank3 or Rank8 set. I forgot about this.
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