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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-23-2005, 06:47 AM
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#1 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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Help with Map.ini creation
Hey all.
Im trying to make another single player map, but i want to put some custom ini into the map, im planning on making a sort of commando unit, so im trying to edit AmericaInfantryBiohazardTech, so he uses the Chinese Infantry generals chainguners weapon (the chaingun duh...) and adjust a few other things, heres what i made, but it just doesnt work, i know it has stuff to do with replacing moduals and such, but im having no luck at all.
Heres my map.ini
Code:
Object AmericaInfantryBiohazardTech
WeaponSet
Conditions = None
Weapon = PRIMARY Infa_MiniGunnerGun
AutoChooseSources = PRIMARY NONE
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
ExperienceValue = 25 50 75 100 ; Experience point value at each level
ExperienceRequired = 0 120 250 400 ; Experience points needed to gain each level
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 150.0
InitialHealth = 150.0
End
Behavior = CleanupHazardUpdate ModuleTag_03
WeaponSlot = NONE
ScanRate = 0
ScanRange = 0
End
END
Basically, thats everything i want it to do, if you need the original Biohazard Techs Ini, go to the INIZH.big file, and its in AmericaMiscUnit.ini, if someone could help me with this id be grateful, also, could someone tell me if its possible to remove burtons cliff climbing ability, and how, thanks all.
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07-23-2005, 10:11 AM
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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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Map.inis are finicky things, the code in a map.ini for an object basically 'adds-on' to what you are trying to modify, for instance it may not view your new weaponset as a replacement.
I would recommend modifying an infantry unit that doesn't have a weapon, or modify the biohazard infantry's weapon itself.
e.g., pop this in your map.ini before the biohazard infantry code...
Code:
BioHazardTechCleanHazardWeapon
PrimaryDamage = 15.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 150.0
DamageType = Gattling
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_GattlingTankMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers
FireSound = GattlingTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 400 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ContinuousFireOne = 2 ; How many shots at the same target constitute "Continuous Fire"
ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two"
ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire
WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10)
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
End
I can also see you were sort of trying to 'disable' and 'overide' some modules, that isn't how its done in a map.ini, what you do in your case is the following (inside the biohazard infantry code block)
Code:
RemoveModule ModuleTag_03
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 150.0
InitialHealth = 150.0
End
End
Also, if you want to 'Add' a module, you do the following...
Code:
AddModule
Behavior = ***yourmodulenamehere*** ***ModuleTag***
***ModuleCode***
End
End
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07-23-2005, 10:22 AM
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#3 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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thats helpful dude, thanks, ill give this a shot asap, what about the burton cliff climb, can you disable it?
EDIT:
Ok, i tried doing your method, but he still used the toxic thrower, so i set his weapon to the infantry chain gun again, and that works, thing is, he can only attack the ground, doesnt seem to wanna attack targets, so ill have to fix that...
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07-23-2005, 12:20 PM
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#4 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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ok, ive pretty much done all i wanted to do. I worked out how to disable colnel burtons climb ability, just remove the second locomotor, works perfectly, im still having a few problems with my officer though.
First, he wont attack anything other than the floor,
Secondly, the attack comes from the bottom of him, like his feet, maybe this is the cause of problem 1?
Anyone help me fix these problems?
OH, heres the updated ini so far.
Code:
Object AmericaInfantryBiohazardTech
DisplayName = OBJECT:Officer
WeaponSet
Conditions = NONE
Weapon = PRIMARY Infa_MiniGunnerGun
AutoChooseSources = PRIMARY NONE
End
RemoveModule ModuleTag_03
RemoveModule ModuleTag_04
CommandSet = NONE
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 150.0
InitialHealth = 150.0
End
End
ExperienceValue = 25 50 75 100 ; Experience point value at each level
ExperienceRequired = 0 120 250 400 ; Experience points needed to gain each level
END
Object AmericaInfantryColonelBurton
Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor
END
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07-23-2005, 04:58 PM
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#5 (permalink)
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Member
Join Date: Sep 2003
Posts: 63
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1: I believe the InfGen's minigunners use two seperate weapons for air and land units. You might want to look them up.
2: You'll have to see what the "bone" is on the biohazard guy's model that is used for the cleanup weapon. Then you'll have to modify the unit's DrawModule to fix the problem.
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07-23-2005, 06:02 PM
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#6 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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1: You obviously arent understanding me, HE WONT ATTACK ANYTHING, he will only attack the floor if you force fire against it, he wont attack anything else, regardless...
2: Havent got a clue how to do that, wanna fill me in?
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07-24-2005, 11:25 AM
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#7 (permalink)
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Member
Join Date: Sep 2003
Posts: 63
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1: Okay... Try removing the cleanup module, and enter in a new line that says this:
Code:
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE
2: The "bones" are points on the model where the game places things such as particle fx, and weapons. Just replace the W3D code for him (remember to put the "replacemodule" stuff in there), then add to this to DefaultConditionState:
Code:
WeaponFireFxBone = BIOGUNFX
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07-24-2005, 04:35 PM
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#8 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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ok, ill give it a shot asap and report back
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