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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 08-27-2005, 10:57 AM   #1 (permalink)
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Join Date: Aug 2005
Posts: 12
Default Total noob at modding, need help

I have been trying to make a way to share money in lan games but I can't seem to find out how I can do so, I have tried to make a copy of cash hack general skill and setting it to no science and giving it to all command centers will target ally only but it doesnt seem to work, is there any way I can get it to work?

Or, if anyone has the abilty to do so, could someone help me out with making a unit that can make money crates?


What I have done is:

CommandButton.ini
Code:
CommandButton Command_CashTrade
  Command       = SPECIAL_POWER
  SpecialPower  = CashTrade
  Options       = NEED_TARGET_ALLY_OBJECT CONTEXTMODE_COMMAND
  Science       = SCIENCE_CashHack1 SCIENCE_CashHack2 SCIENCE_CashHack3 ;These will cause the buttons to change icons, nothing more
  TextLabel     = CONTROLBAR:CashHack
  ButtonImage   = SSCashHack
  ; TEMP CURSORS, needs real ones -- amit
  CursorName              = Hack
  InvalidCursorName       = GenericInvalid
  ButtonBorderType        = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:TooltipFireSuperWeaponCashHack
End
CommandSet.ini
Code:
 # = Command_CashTrade
on all command centers

SpecialPower.ini
Code:
;-----------------------------------------------------------------------------
SpecialPower CashTrade
  Enum              = SPECIAL_CASH_HACK
  ReloadTime        = 10000   ; in milliseconds
  PublicTimer       = No
  SharedSyncedTimer   = Yes
  InitiateAtLocationSound = CashHackActivate
End
edit: I have it so that it will appear on the command centers and won't crash, but I cannot target anything in the game with it without getting the red x cursor, I have tryed using it anyway on everything but it does not work.
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Old 08-27-2005, 11:54 AM   #2 (permalink)
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Join Date: Jul 2004
Posts: 13
Default

You should search about giving money, there have been lots of topic on it. I'll show you something I've done -

Below is basically the Humvee except with the behavior money crate put in, also the forbidden to pick up by yourself tags

Notice that it costs $1000 and gives $1000.

I made it have invincible armor (in armor.ini). Then all you need to do is edit the generals.csf, and edit the commandbutton and commandset to make it so you can build at your supply stash (or whereever you want to build it at).

Code:
Object AmericaConvoyTruck

  ; *** ART Parameters ***
  SelectPortrait         = SAHummer_L
  ButtonImage            = SAHummer
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaTOWMissile
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo5 = XXX
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = AVHUMMER
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = AVHUMMER_d
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp

      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER_d
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    TrackMarks = EXTireTrack.tga

    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 1.25   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:AmericaConvoy
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet 
  End
  ArmorSet
    Conditions      = None
    Armor           = Invulnerable
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 1000
  BuildTime       = 2.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaSupplyCenter
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  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      = AmericaConvoyTruck

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End

  Behavior = AIUpdateInterface ModuleTag_20
    AutoAcquireEnemiesWhenIdle = No
    MoodAttackCheckRate        = 250
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE
 

  Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges
    ForbiddenKindOf = PROJECTILE
    MoneyProvided = 1000
    ;ExecuteFX = FX_CratePickup
    ForbidOwnerPlayer = Yes
    ExecuteAnimation = MoneyPickUp
    ExecuteAnimationTime = 4.0 ; In seconds
    ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
    ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
  End

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 9999.0
    InitialHealth   = 9999.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL TechnicalLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 0
;    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 = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
EDIT: the above unit will act like a money crate - send it to touch someone else's unit and it will turn into a money crate, giving them money.

If you want to make the cashhack clone I suggest you look at the FactionBuilding.ini - China's command center
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Old 08-27-2005, 12:26 PM   #3 (permalink)
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How would I get that to work ingame for all sides? I havent made any vehicles so I do not know where I would put that code at. Thanks for the help.
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Old 08-27-2005, 01:08 PM   #4 (permalink)
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Posts: 13
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You would need to add a button for building the convoy truck in commandbutton.ini and in the commandset.ini find the supplystash, supplycenter, and other supply center and put it in

btw what game is this for? zero hour or generals?

in my generals 1.7 mod i made 3 different convoy trucks:

factionunit.ini (americavehicle.ini in zh):
Code:
Object AmericaConvoyTruck

  ; *** ART Parameters ***
  SelectPortrait         = SAHummer_L
  ButtonImage            = SAHummer
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaTOWMissile
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo5 = XXX
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = AVHUMMER
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = AVHUMMER_d
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER_d
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    TrackMarks = EXTireTrack.tga

    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 1.25   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:AmericaConvoy
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet 
  End
  ArmorSet
    Conditions      = None
    Armor           = Invulnerable
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 1000
  BuildTime       = 2.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaSupplyCenter
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  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      = AmericaConvoyTruck

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End

  Behavior = AIUpdateInterface ModuleTag_20
    AutoAcquireEnemiesWhenIdle = No
    MoodAttackCheckRate        = 250
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges
    ForbiddenKindOf = PROJECTILE
    MoneyProvided = 1000
    ;ExecuteFX = FX_CratePickup
    ForbidOwnerPlayer = Yes
    ExecuteAnimation = MoneyPickUp
    ExecuteAnimationTime = 4.0 ; In seconds
    ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
    ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
  End

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 9999.0
    InitialHealth   = 9999.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL TechnicalLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 0
;    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 = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
factionunit.ini (glavehicle.ini in zh)
Code:
Object GLAConvoyTruck

  ; *** ART Parameters ***
  SelectPortrait         = SAHummer_L
  ButtonImage            = SAHummer
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaTOWMissile
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo5 = XXX
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = AVHUMMER
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = AVHUMMER_d
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER_d
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    TrackMarks = EXTireTrack.tga

    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 1.25   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:AmericaConvoy
  Side                  = GLA
  EditorSorting         = VEHICLE
  TransportSlotCount    = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet 
  End
  ArmorSet
    Conditions      = None
    Armor           = Invulnerable
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 1000
  BuildTime       = 2.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = GLASupplyStash
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  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      = AmericaConvoyTruck

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End

  Behavior = AIUpdateInterface ModuleTag_20
    AutoAcquireEnemiesWhenIdle = No
    MoodAttackCheckRate        = 250
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges
    ForbiddenKindOf = PROJECTILE
    MoneyProvided = 1000
    ;ExecuteFX = FX_CratePickup
    ForbidOwnerPlayer = Yes
    ExecuteAnimation = MoneyPickUp
    ExecuteAnimationTime = 4.0 ; In seconds
    ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
    ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
  End

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 9999.0
    InitialHealth   = 9999.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL TechnicalLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 0
;    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 = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
factionunit.ini (chinavehicle.ini in zh)
Code:
Object ChinaConvoyTruck

  ; *** ART Parameters ***
  SelectPortrait         = SAHummer_L
  ButtonImage            = SAHummer
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaTOWMissile
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo5 = XXX
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = AVHUMMER
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = AVHUMMER_d
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER_d
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    TrackMarks = EXTireTrack.tga

    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 1.25   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:AmericaConvoy
  Side                  = China
  EditorSorting         = VEHICLE
  TransportSlotCount    = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet 
  End
  ArmorSet
    Conditions      = None
    Armor           = Invulnerable
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 1000
  BuildTime       = 2.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = ChinaSupplyCenter
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  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      = AmericaConvoyTruck

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End

  Behavior = AIUpdateInterface ModuleTag_20
    AutoAcquireEnemiesWhenIdle = No
    MoodAttackCheckRate        = 250
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges
    ForbiddenKindOf = PROJECTILE
    MoneyProvided = 1000
    ;ExecuteFX = FX_CratePickup
    ForbidOwnerPlayer = Yes
    ExecuteAnimation = MoneyPickUp
    ExecuteAnimationTime = 4.0 ; In seconds
    ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
    ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
  End

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 9999.0
    InitialHealth   = 9999.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL TechnicalLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 0
;    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 = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition

  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
armor.ini (invulnerable armor)
Code:
Armor Invulnerable
  Armor = CRUSH           0%    ;tanks are extra-hard to crush
  Armor = SMALL_ARMS      0%
  Armor = GATTLING        0%    ;resistant to gattling tank
  Armor = COMANCHE_VULCAN 0%
  Armor = FLAME           0%
  Armor = RADIATION       0%      ;Radiation does less damage to tanks. 
  Armor = POISON          0%    ;Poison does a little damage, just for balance reasons.  
  Armor = SNIPER          0%
  Armor = FLESHY_SNIPER   0%    ; does zero damage to vehicles (not just "a little")
  Armor = MELEE           0%    ;tanks don't generally take much damage other than paint damage from MELEE weapons
  Armor = LASER           0%    ;lasers are anti-personel and anti-projectile only (for point defense laser)
  Armor = HAZARD_CLEANUP  0%      ;Not harmed by cleaning weapons
  Armor = PARTICLE_BEAM   0%  ;
  Armor = KILL_PILOT      0%      ;Jarmen Kell uses against vehicles only.
  Armor = SURRENDER       0%    ;Capture type weapons are effective only against infantry.
End
in commandset.ini, find
Code:
CommandSet AmericaSupplyCenterCommandSet
  1 = Command_ConstructAmericaVehicleChinook
 11 = Command_SetRallyPoint
 12 = Command_Sell   
End
and change to

Code:
CommandSet AmericaSupplyCenterCommandSet
  1 = Command_ConstructAmericaVehicleChinook
  2 = Command_ConstructAmericaConvoyTruck
 11 = Command_SetRallyPoint
 12 = Command_Sell   
End
-adding the 2 = Command_ConstructAmericaConvoyTruck

likewise, find in commandset.ini
Code:
CommandSet ChinaSupplyCenterCommandSet
  1 = Command_ConstructChinaVehicleSupplyTruck
 10 = Command_UpgradeChinaMines
 11 = Command_SetRallyPoint
 12 = Command_Sell  
End
and change to

Code:
CommandSet ChinaSupplyCenterCommandSet
  1 = Command_ConstructChinaVehicleSupplyTruck
  2 = Command_ConstructChinaConvoyTruck
 10 = Command_UpgradeChinaMines
 11 = Command_SetRallyPoint
 12 = Command_Sell  
End
and for gla, find

Code:
CommandSet GLASupplyStashCommandSet
  1  = Command_ConstructGLAWorker
  11 = Command_SetRallyPoint
  12 = Command_Sell
End
and change to

Code:
CommandSet GLASupplyStashCommandSet
  1  = Command_ConstructGLAWorker
  2  = Command_ConstructGLAConvoyTruck
  11 = Command_SetRallyPoint
  12 = Command_Sell
End
then in the commandbutton.ini you have to create these commands that you have added to the commandsets, so add in your commandbutton.ini

Code:
CommandButton Command_ConstructAmericaConvoyTruck
  Command       = UNIT_BUILD
  Object        = AmericaConvoyTruck
  TextLabel     = CONTROLBAR:ConstructAmericaConvoyTruck
  ButtonImage   = SAHummer
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipBuildConvoyTruck
End

CommandButton Command_ConstructChinaConvoyTruck
  Command       = UNIT_BUILD
  Object        = ChinaConvoyTruck
  TextLabel     = CONTROLBAR:ConstructAmericaConvoyTruck
  ButtonImage   = SAHummer
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipBuildConvoyTruck
End

CommandButton Command_ConstructGLAConvoyTruck
  Command       = UNIT_BUILD
  Object        = GLAConvoyTruck
  TextLabel     = CONTROLBAR:ConstructAmericaConvoyTruck
  ButtonImage   = SAHummer
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipBuildConvoyTruck
End
after that you need to edit the strings file - generals.csf (google for a generals csf editor)

you need to add these strings: CONTROLBAR:ToolTipBuildConvoyTruck, CONTROLBAR:ConstructAmericaConvoyTruck, OBJECT:AmericaConvoy

In case you didn't know, in the CONTROLBAR:ConstructAmericaConvoyTruck, you need to have the & sign before the letter you want to be bold/the letter that is the keyboard shortcut.

You actually don't need 3 different convoy trucks for each side , but I made 3 different convoys anyway just in case I wanted to edit one of them later.

EDIT: untested in zh
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Old 08-27-2005, 01:45 PM   #5 (permalink)
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Thanks a ton, should work, trying it now.

edit: Didn't work, it shows up at the building but the icon is grey and I cannot buy it.
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Old 08-27-2005, 02:13 PM   #6 (permalink)
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are you modding zero hour or generals?
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Old 08-27-2005, 02:15 PM   #7 (permalink)
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I am using zero hour.
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Old 08-27-2005, 02:16 PM   #8 (permalink)
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ok, if you only edited the commandset for americasupplycenter, glasupplystash, and chinasupplycenter, then i think you would only see it for non generals, normal america/china/gla

were you playing with a general?
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Old 08-27-2005, 02:19 PM   #9 (permalink)
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No, I was using normal non-general side with one ally to try to test it.
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Old 08-27-2005, 02:34 PM   #10 (permalink)
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hmm i'll test it, if it works I'll send it to you

edit: try this, csf is unedited, only humvee like crate

download from: http://rapidshare.de/files/4434268/ini.rar.html

to download go to the link scroll down and click free, then wait 30 seconds for your download ticket and download it

extract the rar file to your zero hour\data folder

then run zero hour with the parameter -mod ini.big (right click your zero hour shortcut, click properties, at the end of the "Target:" box add -mod ini.big)

use america normal
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