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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Yo guys after a in depth research of the usa side

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

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Old 03-20-2003, 09:29 AM   #11 (permalink)
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@!$@$!$!@$! Carpetbomb ive tryed everything from the dropvarience entry to the actual bomb itself and Zainal thats it dont you need to specify it in faction unit/faction building/weapon etc? Im sorry im having some difficulties with the new upgrade system
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Old 03-20-2003, 08:20 PM   #12 (permalink)
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Instead of the paladin defense idea, how about an aircraft that flies over and protects the area for 20 sec. or whatever as an ability from the air-force command. This would still be vulnerable to aa guns so that it wouldn't be too unbalanced.
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Old 03-21-2003, 08:38 AM   #13 (permalink)
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hmmm sounds nice but still is there a tut around where i can add upgrades with
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Old 03-21-2003, 11:25 AM   #14 (permalink)
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Quote:
Originally Posted by Quicksilva
hmmm sounds nice but still is there a tut around where i can add upgrades with
What EXACTLY is the problem you encounter when creating upgrades? I have created several custom upgrades (although cameo's still refuse to show for customized items) succesfully.

Also, try attaching the map.ini you use...

Anyways, a quick rough scetch of problems you might encounter when making custom upgrades:

-New customized buttons need to be stated/defined BEFORE the code that defines the commandsets (in case you use map.ini). Otherwise, the game will crash because it has not yet encountered the code that defines the new commandbutton (even though it is there, the game will immediately crash if you do not define the new commandset AFTER the new commandbutton codes). This also goes for upgrade buttons (which are also customized buttons after all).

-Custom made sciences (thus not yet existing ones), should be defined NOT in a map.ini, but in the science.ini instead (just extract science.ini from ini.big to your "Generals directory\data\ini"). Best thing is to add the new science at the very BOTTOM.

-Same goes for SpecialPower.ini. Anything that defines a new SpecialPower entry should be added to SpecialPower.ini (only the SpecialPower code though ). If you try to define SpecialPower code in a map.ini, the game will crash because it checks the SpecialPower.ini for validation and it won't find the SpecialPower definition in there unless stated in the SpecialPower.ini itself.

-To enable aiming AND firing of the new SW, you have to ensure that the factionbuidling.ini holds the correct code to allow it. However, with new SWs, factionbuilding.ini will NOT have such codes. Instead, add the following bit to your map.ini:

Quote:
Object [insert valid factionbuilding]

AddModule
Behavior = OCLSpecialPower ModuleTag_87 ;Make sure that the number is different from ANY other ModuleTag (it seems that there are no ModuleTags defined above 50 in the normal ini's, but to be sure, I always go above 80)
SpecialPowerTemplate = [insert valid SuperWeapon entry] (example: SuperWeaponArtilleryBarrage...depends on SpecialPower.ini name for the SW)
OCL = [insert valid ObjectCreationList.ini entry here]
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE ;Another valid entry is "CREATE_AT_LOCATION"...look up under other SWs for valid entries
End
End

End

That's about it...apart from the commandbutton definition and other obvious stuff. However, these points are the tricks that can mess you up pretty good, while in fact, they are quite easy to overcome. Especially the CommandSet crash (if you define the CommandSet before the button) is a bitchy thing...you wouldn't guess that directly....
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