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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 03-24-2005, 11:31 PM   #1 (permalink)
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Default GEN DEV Tutorial SCIENCES

Can someon help me out here. This is the only tutorial I can find on this , and it is not right at all. It leaves out the whole science thing , which after writiing into your script I think s kind of required. You can see the turoaial here.

http://gendev.game-mod.net/page.php?...nguard/faction

Basicly , I did all that , already , its the sciences Im after , but it keeps crashing. How do I add sciences to my faction?
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Old 03-25-2005, 03:07 AM   #2 (permalink)
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It should be pretty easy to examine science.ini and figure out how to add your own. Then it's just a matter of creating the purchase buttons and such.
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Old 03-25-2005, 03:20 AM   #3 (permalink)
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Thats what i thought , but it just kept crashing . I will try agian here and see.
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Old 03-27-2005, 11:32 AM   #4 (permalink)
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, it was probably late when I did that tutorial, I'll look at it so Mastermind can up date that tutorial.
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Old 03-28-2005, 04:08 PM   #5 (permalink)
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What keeps crashing??
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Old 03-28-2005, 04:35 PM   #6 (permalink)
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Yea i need help with Science.ini too its not that i cant clone and change whats there its just im not sure how when i say a rank 3 science is allow purchas new vehicle or emp carpetbomb it actualy performs what its supposed to.

[EDIT]

Well i tell lies cos i think i know how to make it so when a science is aquired a unit is purchasable but in the second case im still buggerd
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Old 03-28-2005, 04:43 PM   #7 (permalink)
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Defined buggered... what I mean is whats the problem... this is a questions forum meaning inqureries not fague descriptions of problems that you don't want answered
Stabbing in the dark here - just more or less make the prerequisites like americatankpaladin's and same with the science etc.
MODing inis you end up doing a lot of copy and paste
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Old 03-28-2005, 05:08 PM   #8 (permalink)
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well what i want to know.... and this isnt my thread so i dont know why you ask but what other files do i need to change when creating my own sciences.

Sciences like ambush and paratroopers, where do i say put x men here or drop 6 nukes at mousepoint etc.
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Old 03-28-2005, 05:14 PM   #9 (permalink)
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For stuff like that , look inside the object creation list , I think. For eg :

NapalmStrikers actual amount of planes that is called is found in the ObjectCreationList.ini :P
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Old 04-04-2005, 05:17 PM   #10 (permalink)
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What you are refering to is Special Powers... Special powers are special powers (lol) that are activated by "purchasing" a science (or being given a science) which is controled by a button...
The special power is linked to an OCL (Object Creation List) which is then linked to a "call name" in the ObjectCreationList.ini file which tells the game what to do... as for how many rangers (or mini-gunners) for the paradrop it is specified in that file.
Each Special power needs a science... trick is picking the right science, certain sciences can only be used for certain special powers... check them out and you'll see what I mean sort of.
But basically if you choose the wrong science for a special power it won't work.
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