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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 04-07-2005, 01:36 AM   #11 (permalink)
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to add a new unit:
1. make the unit ini file and put it into the object foulder
2. go into the commandset.ini and add it to the structure you want
3. go into commandbutton.ini and add the button


what happens is the commandset looks indide the commandbuttons which will look for the object unit
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Old 04-07-2005, 06:50 AM   #12 (permalink)
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Thank you .
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Old 04-07-2005, 08:18 AM   #13 (permalink)
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I have tried as you said Slye_fx but when I go to the war factory there is no button to purchase the unit.

Here is the code.... Am i doing something wrong?
AMERICAVEHICLE INI---------------------------------------------------------

;China Supply Truck
Object AmericaVehicleSupplyTruck

; *** ART Parameters ***

SelectPortrait = SNSupplyTruck_L
ButtonImage = SNSupplyTruck

;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = NVSSUPPLYTK
HideSubObject = Cargo01
End

ConditionState = REALLYDAMAGED
Model = NVSSUPPLYTK_D
End

ConditionState = RUBBLE
Model = NVSSUPPLYTK_D
End

ConditionState = CARRYING
ShowSubObject = Cargo01
End

ConditionState = REALLYDAMAGED CARRYING
Model = NVSSUPPLYTK_D
ShowSubObject = Cargo01
End

ConditionState = RUBBLE CARRYING
Model = NVSSUPPLYTK_D
ShowSubObject = Cargo01
End

TrackMarks = EXTireTrack.tga

LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
MidLeftRearTireBone = Tire03
MidRightRearTireBone = Tire04
LeftRearTireBone = Tire05
RightRearTireBone = Tire06
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.

Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide

End

; ***DESIGN parameters ***
DisplayName = OBJECT:SupplyTruck
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 600
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
End

ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaSupplyTruckCommandSet
; *** AUDIO Parameters ***
VoiceSelect = SupplyTruckVoiceSelect
VoiceMove = SupplyTruckVoiceMove
VoiceAttack = NoSound
SoundMoveStart = SupplyTruckMoveStart
SoundMoveStartDamaged = SupplyTruckMoveStart
UnitSpecificSounds
VoiceCreate = SupplyTruckVoiceCreate
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceSupply = SupplyTruckVoiceSupply
VoiceCrush = SupplyTruckVoiceCrush
VoiceEnter = SupplyTruckVoiceMove

End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok?
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 300.0
InitialHealth = 300.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 600
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = SupplyTruckAIUpdate ModuleTag_03
MaxBoxes = 4
SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction)
SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions)
SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan)
SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted
End
Locomotor = SET_NORMAL SupplyTruckLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End

ExperienceValue = 50 50 50 50 ;Experience point value at each level

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 200
DestructionDelayVariance = 100
FX = FINAL FX_SupplyTruckExplosionOneFinal
OCL = FINAL OCL_ChinaSupplyTruckDeathEffect
End

Behavior = FXListDie ModuleTag_06
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateObjectDie ModuleTag_07
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_ChinaSupplyTruck_CrushEffect
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
End

Behavior = TransportContain ModuleTag_09 ; HUMMADER
PassengersAllowedToFire = Yes
Slots = 4
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End

Behavior = FlammableUpdate ModuleTag_10
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

; A crushing defeat
Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
End

Behavior = CreateCrateDie ModuleTag_12
CrateData = SalvageCrateData
End

Geometry = BOX
GeometryMajorRadius = 17.0
GeometryMinorRadius = 7.0
GeometryHeight = 14.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End


COMMANDSET INI-----------------------------------------------------------

10 = Command_ConstructAmericaVehicleSupplyTruck


COMMANDBUTTON INI-----------------------------------------------------

CommandButton Command_ConstructAmericaVehicleSupplyTruck
Command = UNIT_BUILD
Object = AmericaVehicleSupplyTruck
TextLabel = CONTROLBAR:ConstructAmericaVehicleSupplyTruck
ButtonImage = SNSupplyTruck
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipAmericaBuildSupplyTruck
End
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Old 04-07-2005, 08:34 AM   #14 (permalink)
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In which section is 10 = Command_ConstructAmericaVehicleSupplyTruck? It needs to be under AmericaWarFactoryCommandSet or something
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Old 04-07-2005, 01:12 PM   #15 (permalink)
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I have fixed the problem I can now choose the truck but on the blue screen at the side where it gives cost and description it says lots of missings.

FOR EXAMPLE---

MISSING : ControlBar constructAmericaVehicleSupplyTruck
and MISSING : ControlBar : ToolTipUSABuildSupplyTruck
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Old 04-07-2005, 01:32 PM   #16 (permalink)
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to fix that, you need to edit the generals.csf(i think)
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Old 04-07-2005, 01:51 PM   #17 (permalink)
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Thts right, you need to add those strings tht you mentioned (minus the MISSING and give them a text value.
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Old 04-07-2005, 02:06 PM   #18 (permalink)
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These are the misssing TEXT STRINGS that you speak of. Open generals.csf and look for the appropriate strings that must be changed. That will solve your problem.
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Old 04-07-2005, 05:27 PM   #19 (permalink)
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Thanks guys.
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Old 04-07-2005, 06:10 PM   #20 (permalink)
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How could I make the supplytruck a stealth truck and can the name be changed from supply truck to something else?? Will this affect the original China Supply truck?
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