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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 02-04-2005, 07:47 PM   #1 (permalink)
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Default World Builder INI modding

Is there a way to get World Builder to use modded unit ini data? I would like to use WB as a maphack investigation tool by loading up the map that was played on, and placing the units I want in exactly the same positions as the SS depicting the questionable lock-on under the fog. Then just turn on sight ranges and it will be a snap to figure out if a unit was outside of another's visual range when it was targeted. The problem however is that sight ranges and shroud clearing ranges are two different things. So I wanted to create a mod and change every unit's vision or weapon range to match it's shroud clearing range. But I cant get WB to use any mods. Is it possible?

Hmm, suppose I could just give the unit in question a sound, then make the sound range the range I want, since you can display soudn range circles. I guess there's no need to mod anything :P

Sorry for the post guys, wasnt necessary :S
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Old 02-05-2005, 10:48 AM   #2 (permalink)
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There is a problem with this approach too. FoW takes a while to regenerate and after that it sometimes still takes a while before the units actually disappear. Targetting a unit during this process would show up as a target under fog in WB while it was ligit.
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Old 02-07-2005, 03:02 PM   #3 (permalink)
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Well I haven't done any modding for Generals, but I do know for Zero Hour (I'm not sure which your modding) There is a ShroudClearingRange and a VisionRange for each unit.
But simply make the unit putting it in the Directory (in the folders listed under FinalBIG) and WB will read them for you.
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