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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 07-23-2005, 06:47 AM   #1 (permalink)
IHM
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Default 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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Old 07-23-2005, 10:11 AM   #2 (permalink)
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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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Old 07-23-2005, 10:22 AM   #3 (permalink)
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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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Old 07-23-2005, 12:20 PM   #4 (permalink)
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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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Old 07-23-2005, 04:58 PM   #5 (permalink)
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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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Old 07-23-2005, 06:02 PM   #6 (permalink)
IHM
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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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Old 07-24-2005, 11:25 AM   #7 (permalink)
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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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Old 07-24-2005, 04:35 PM   #8 (permalink)
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ok, ill give it a shot asap and report back
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