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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 03-26-2003, 10:42 PM   #1 (permalink)
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Default Enableing Hidden SpecialPowers

Hi I was looking through the SpecialPower.ini and at the bottom I noticed it said that these were unused powers, but they left them in the game for single player missions, so I tried to add a few of them but got none to work I have read Deezire's tutor's on SW's and such but I still don't understnad where the things go. I have tried to put everything in a map.ini and got most of it to work but some people say that some things have to be left in the original INI's.

So I guess my question is what do I need in the map.ini and what needs to stay?
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Old 03-27-2003, 06:17 AM   #2 (permalink)
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Basically, you could put almost ANYTHING in your map.ini regarding SWs.

However, you'll get many bugs if you do so (possible bugs that happen under certain condition that are sometimes funny, sometimes annoying).

My advice to you (and what I'm doing myself), is to uphold the following principal:

Map.ini stuff

Quote:
Object GLABarracks

AddModule
Behavior = OCLSpecialPower ModuleTag_88
SpecialPowerTemplate = SuperweaponTerrorCell
OCL = SUPERWEAPON_TerrorCell
CreateLocation = CREATE_AT_LOCATION
End
End

End
To enable a certain SW for a certain building/unit (otherwise you can't actually use it). don't forget to rename the entries to suit your own SW stuff. The ModuleTag number can be any number, as long as it is higher that the previous ModuleTag number (in case you have multiple SWs that need this code to be enabled)

For new or edited SWs (in case you want a Carpet Bomb to drop more/less bombs, etc), you might do well to add the OCL (ObjectCreationList) stuff to your map.ini as well.

Edited CommandSets (to give a certain button to a certain building that it normally doesn't have), you can add that to your map.ini as well (new commandsets (for new buildings), are best defined in the CommandSet.ini).

Edited SpecialPower codes (to decrease/increase recharging time for example) can be included in your map.ini as well.

Normal ini stuff

Commandbuttons NEED to be defined in the CommandButton.ini, otherwise they will NOT show the image you want.

Upgrades should be defined in Upgrade.ini.

Sciences are best to be defined in Science.ini as well.

Weapons MUST be defined in Weapon.ini (otherwise you'll get a bug that causes the SW to act screwy the first time you start a map and use it. Once you restart the map though, the weapon works a it should, but it's a funny and annoying bug that can easily be circumvented).


The general rule in all of this, is that all edited stuff should be put in your map.ini and the new codes need to be defined in their respective ini.

An important note: in case you use commandsets in your map.ini, put them down at the very BOTTOM of the map.ini. CommandSets need to be defined AFTER any commandbutton code, otherwise the game will crash. If you write every possible commandbutton down in CommandButton.ini, then you can write down the CommandSets anywhere in your map.ini.
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Old 03-27-2003, 07:48 AM   #3 (permalink)
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Some sound advice for ya there
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Old 03-27-2003, 01:02 PM   #4 (permalink)
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Quote:
Originally Posted by CopyKat
To enable a certain SW for a certain building/unit (otherwise you can't actually use it). don't forget to rename the entries to suit your own SW stuff. The ModuleTag number can be any number, as long as it is higher that the previous ModuleTag number (in case you have multiple SWs that need this code to be enabled)
I seem to remember something about the ModuleTag_ being able to be succeeded by any string of a certain number of letters, I can't remember the exact length though
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Old 03-27-2003, 01:33 PM   #5 (permalink)
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So if i wanted to add carpet bombing to the US airstrip how would i do it?

I remember that china had it linked to theres in the single player campaign...


Ive tried to add them as extra generals rank skills but could not get them to work...


CH...
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Old 03-27-2003, 03:28 PM   #6 (permalink)
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search for CarpetBomb and copy that commented out module into
Object AmericaAirfield and uncomment it

and search through commandbutton.ini for the button and add it to the American Air Fields command set in commandset.ini, finally go into

to do it as a generals skill you would need to place that module on the AmericaCommandCentre and add the button to its command set, uncomment the requiredscience tag in specialpower.ini and allow the science to be obtained and add it to the commandset of the USA science menu
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Old 03-27-2003, 03:32 PM   #7 (permalink)
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Try reading the thread "Newbie moddery diary" (or something like that). It has many pages, all explaining how to enable the Carpet Bomb fo USA.

In fact, it even explains how to enable it for the USA Airfield, so it's everything you want basically. I'm getting tired of quoting my Carpet Bomb codes constantly, so please look it up there...
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Old 03-28-2003, 07:31 AM   #8 (permalink)
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Quote:
Originally Posted by CopyKat
Try reading the thread "Newbie moddery diary" (or something like that). It has many pages, all explaining how to enable the Carpet Bomb fo USA.

In fact, it even explains how to enable it for the USA Airfield, so it's everything you want basically. I'm getting tired of quoting my Carpet Bomb codes constantly, so please look it up there...

Dude i understand your board of telling people all the time.

But im a long time modder of C&C and a very long time member of Deezire.net

I dont have much time to read up on things as im in the British Parashoot Regiment an with this war ive been very busy training new recruits and shipping them out so you can imagine i dont get much time to read up on new tutorials.

I just need a quick guide to what i want to do...


Thanx for the pointers tho...


CH...
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Old 03-28-2003, 08:22 AM   #9 (permalink)
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Well, I have posted my stuff about 5 times already. Not that I mind it on itself, but there's a thread about it explaining everything, hence I fail to see the use of me putting down the code everytime.

It's not a personal grudge or anything though..

Anyways, this is what I got (apart from the button though, that's in commandbutton.ini and it's a standard thing anyways):

Quote:
;;;Used to give Airfields (USA) the Carpetbomb button

CommandSet AmericaAirfieldCommandSet
1 = Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = Command_ConstructAmericaJetAurora
4 = Command_ConstructAmericaJetStealthFighter
7 = Command_UpgradeComancheRocketPods
8 = Command_UpgradeAmericaLaserMissiles
9 = Command_CarpetBomb
11 = Command_SetRallyPoint
12 = Command_Sell
End

;;;Here is the actual CarpetBomb mojo

;------------This bit ensures that you cn actually target the weapon from the arifield

Object AmericaAirfield

AddModule
Behavior = OCLSpecialPower ModuleTag_Override01
SpecialPowerTemplate = SuperweaponCarpetBomb
OCL = SUPERWEAPON_CarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
End

End

;--------------------------------------------------------------------------------


;--------I copied it here to override the time for charging-------------
SpecialPower SuperweaponCarpetBomb
Enum = SPECIAL_CARPET_BOMB
ReloadTime = 300000 ; in milliseconds
RequiredScience = SCIENCE_CarpetBomb;;; Never ever ever use a required science with a public timer, since the hiddenbyscience never clears
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 100
End

;----------------------------------------------------------

;-----------OCL stuff for Carpet Bomb...defines what it does---

ObjectCreationList SUPERWEAPON_CarpetBomb
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
Payload = CarpetBomb 15
DeliveryDistance = 400
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
;----------------------------------------------------------
Just add a commandbutton to activate the specialpower and you should be done...
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Old 03-28-2003, 11:19 PM   #10 (permalink)
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Cool thanks for the info I got it working now and just like to give a nice salute to Commander Havoc altho I have no clue what a British Parashoot Regiment exactly is.. But thanks CopyKat you seem to always help me out on both forums and good advice to

C-ya, Chrono
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