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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
04-28-2005, 12:05 PM
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#1 (permalink)
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Member
Join Date: Jun 2004
Location: East Tennessee, USA
Posts: 30
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Basic Modding Questions.
I'm new to modding Generals/ZH, so this will probably be caused by a simple error. I recently created a new aircraft for the Airforce General. It is a normal Raptor that has point lasers and launches 4 Hellfire Missles. I got the weapon from the Hellfire Drone and copied it and changed the damage and clip size. Both the plane and weapon work fine, but I'd like to know how to make the Laser Guided Missiles Upgrade to work with this weapon. I tried giving it a weapon bonus, but it didn't work. I'd also like to find out how to make the weapon a little more effective against vehicles and much less effective on buildings. Thanks.
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04-28-2005, 12:21 PM
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#2 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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to make the weapon more effective against vehicles and less effective on buildings you will need to change the weapon DamageType.
Open the Armor ini, it shows how much each damagetype damages each kind of armour, you want to use a damagetype that has a higher damage percentage on vehicles then the damage percentage on buildings.
Unfortunately there doesn't particularly seem to be a damagetype to suit your needs so you will need to use an unused damage type, HACK is one, simply add HACK to all armours, setting to 0% where you don't want it to damage at all, like possibly against infantry armours, 100% for vehicle armours and 50% or so for structure armours, then set your weapon damage type to HACK.
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04-28-2005, 07:19 PM
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#3 (permalink)
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Member
Join Date: Jun 2004
Location: East Tennessee, USA
Posts: 30
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Thanks! The plane's weapon works great now and its just like I wanted. Only problem is that I don't no how to get the laser missle upgrade(the one that works on the raptors and stealth fighters) to work with this weapon. Can some one explain to me how this would be done? I'm also wondering if I can make an all new armor type. I am planning on making an upgrade for the Airforce General that would make his planes very tough against bullet fire like the gattling weapons and the quad cannon, but ALSO make the planes very weak to missle fire(1-2 hits from missles and thier toast). Can this be done? And if so, how? Thanks again!
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04-29-2005, 07:11 AM
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#4 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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It's simple to add a new armour type, simply open the Armour.ini, it may be preferable to copy the armour that's closest to the one you want, like a plane armour, change the armour name to anything you like and modify the percentages.
btw, little tip, as well as reducing the weapon damage to a certain armour by specifying a percentage below 100% you can go the other way and say double the damage by specifying 200%.
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04-29-2005, 04:52 PM
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#5 (permalink)
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Member
Join Date: Jun 2004
Location: East Tennessee, USA
Posts: 30
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Thank you again. I have another couple of questions. How do you add a totally new unit(not coping anything from the directory), providing that already have downloaded a new unit? Also, I have played several mods where the creators have added a new unit(like the Laser Paladin) and added unit specific voices for it. Where would I find these voices(like the Laser Paladin's)? Are they in the game directory or do I have to download them from somewhere? Thanks for your time and help.
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04-30-2005, 03:35 AM
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#6 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 455
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hey SD the laser paladin voices are in AudioZH.big but the voice are still used
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04-30-2005, 07:47 AM
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#7 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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btw, you have to enter in the sound files in various inis, Voice.ini for voices, Speech.ini for EVA voices, SoundEffects.ini for sound effects and MiscAudio for a few miscellaneous sounds like crate sounds etc.
Keep in mind, this is only to register the sounds for ini code, modifying these inis, unless you replace an already existing sound, will have no effect accept make them referencable in the other inis.
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04-30-2005, 01:45 PM
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#8 (permalink)
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Member
Join Date: Jun 2004
Location: East Tennessee, USA
Posts: 30
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Thank you both. I found the voices and I should be able to add them to the Laser Paladin with little trouble. Now I just need to figure out how to add new units and cameo pictures for them.....
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05-01-2005, 09:06 AM
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#9 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 455
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Try this site: Gendev it has tons of tutorials
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