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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 03-22-2003, 02:13 AM   #21 (permalink)
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ok, wtf is wring with the following code?

Quote:
;-----------------------------------------------------------------------------
SpecialPower SuperweaponTomahawkBarrage1
Enum = SPECIAL_ARTILLERY_BARRAGE
ReloadTime = 300000 ; in milliseconds. min is 2x door/open close time!
RequiredScience = SCIENCE_TomahawkBarrage1
InitiateSound = FireArtilleryCannonSound
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 125
End
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Old 03-22-2003, 05:57 AM   #22 (permalink)
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There seems to be nothing wrong with the code. However, what do you want to do with this code? If you want to replace the Artillerbarrage#1, you shouldn't rename it (Enum is just hardcoded, but it doesn't affect the use and behaviour of a SW AT ALL...although it won't allow custom entries).

But you need to define the science as well, don't forget that. And sciences need to be defined in the Science.ini file, otherwise the entire thing will crash your comp...
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Old 03-22-2003, 02:25 PM   #23 (permalink)
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Ok, the only thing wrong is it wont show p on the generals experience thing....
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Old 03-23-2003, 04:41 AM   #24 (permalink)
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Thats because you have to edit the .wnd files...
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Old 03-23-2003, 08:26 AM   #25 (permalink)
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Wrong, you have to edit CommandSet.ini and Commandbutton.ini, wnd editing can only move the buttons around
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Old 04-16-2003, 12:58 AM   #26 (permalink)
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Quote:
Originally Posted by CopyKat
Quote:
Originally Posted by Navek
ARGE!! The bloody code wont work.Ive got it so it should worj, but it wont, ill post it here. Here it is:
Quote:
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ArtilleryBarrage1

VisiblePayloadTemplateName = TomahawkMissileWeapon ;Created when payload is dropped.
This causes my game to crash when ever i use it... :cry:

VERY true indeed. Just look at the one tiny bit I quoted from your quote. That is the very source of your problem. If you looked correctly in the original artillery code, it had ArtilleryBarrageShells which you replaced with TomahawkMissileWeapon. However, that is NOT a valid entry for that bit. Anything with the suffix Weapon behind it, should only be used to replace other entries with the suffix Weapon (like in this case, ArtilleryBarrageDamageWeapon).

Anyways, to be short, just replace TomahawkMissileWeapon with TomahawkMissile and you'll be fine (seeing as I messed around with the same bit heavily and I learned a lot from it. It works for me now ) Check my attachment to see a screenie of the TomahawkBarrage weapon I was able to create by using hte artilleryweapon template (although this is a new SW, not a replacement for the Artillery itself...)
Hey,post the code(maybe pack them in a ZIP file) and everyone can have a look at it.
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Old 04-16-2003, 01:08 AM   #27 (permalink)
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I think the Tomohawk is a kewl idea.
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Old 04-16-2003, 06:47 AM   #28 (permalink)
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I think I can manage to post the code someday...

However, I'm quite busy now, so you'll just have to wait when I get the time..

Still though, it's quite easy if you use the Artillery Barrage as a template and change minor stuff to let it fire tomahawks...
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Old 04-16-2003, 03:05 PM   #29 (permalink)
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you mean one like my Cruise Missile Strike?
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Old 04-16-2003, 04:13 PM   #30 (permalink)
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But I like Lt Zacks Cruise Missles ALOT BETTER!
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