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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 10-13-2005, 05:15 PM   #11 (permalink)
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:lol: You must be thinking well about me but no I would need help on upgrades but your tut on powers helped me on that one.

upgrades for: all of 1 type of unit/building and Single Units/buildings is all I need. Can someone help here
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Old 10-13-2005, 06:12 PM   #12 (permalink)
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glad to know someone got something out of it lol...took me forever to do it lol
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Old 10-14-2005, 04:52 PM   #13 (permalink)
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Any way to slip an upgrades tutorial in...
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Old 10-14-2005, 05:57 PM   #14 (permalink)
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what you mean how to make new upgrades? If that is what you mean, tell me is it singular object upgrades [like for the overlord], multi-object upgrades [like for humvee], or player upgrades [for whole team of units and such....like the laserguided missiles and the nationalism upgrade].
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Old 10-14-2005, 08:38 PM   #15 (permalink)
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all of what you listed.
I need the info for my mod project
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Old 10-14-2005, 09:55 PM   #16 (permalink)
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Ok...to have a upgrade that only applies for one specific unit:

Go to upgrade.ini and make your initial upgrade:

Upgrade.ini

Code:
Upgrade Upgrade_B2HN
  DisplayName        = UPGRADE:B2hn
  Type               = OBJECT
  BuildTime          = 6.0
  BuildCost          = 1000
  ButtonImage        = SOB2hn
End
Now make sure its on Type = Object because that will prove crucial in making it for one unit or all units...


Now; if you have an actual object that latches on to the unit [like the overlord], you must go to Objectcreationlist.ini first and make one of these[this is using overlord code because my b2 only upgraded with nuclear munitions]...

ObjectCreationList.ini

Code:
ObjectCreationList OCL_OverlordGattlingCannon
  CreateObject
    ObjectNames       = ChinaTankOvelordGattlingCannon
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End
Now you advance to Commandbutton.ini

CommandButton.ini

Code:
CommandButton Command_UpgradeAmericaB2HeavyNuclearBombs
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_B2HN
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  TextLabel     = CONTROLBAR:UpgradeB2nHeavyNukes
  ButtonImage   = SOB2hn
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUpgradeAmericaB2nHeavyNukes
End
FOR THE OVERLORD:

Code:
CommandButton Command_UpgradeChinaOverlordGattlingCannon
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_ChinaOverlordGattlingCannon
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  TextLabel     = CONTROLBAR:UpgradeChinaOverlordGattlingCannon
  ButtonImage   = SSOLGattling
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:TooltipUpgradeChinaOverlordGattlingCannon
  UnitSpecificSound       = OverlordTankVoiceModeGattling
End

Now move on to commandset.ini

CommandSet.ini


Code:
CommandSet AmericaB2nCommandSet
  1   = Command_UpgradeAmericaB2HeavyNuclearBombs
  9   = Command_AttackMove
  12  = Command_Stop
End
Last but not least, we have to go to the source of the upgrade [here, the b2] and put code in there explaining that this will attack or will upgrade...now attaching it is much different than just upgrading...so what i will do is post overlord code to show the attachment and upgrade:


Factionunit.ini [partial overlord code]

[code]Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
End

Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_OverlordGattlingCannon
TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
ConflictsWith = Upgrade_ChinaOverlordPropagandaTower MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = CommandSetUpgrade ModuleTag_11
CommandSet = ChinaTankOverlordGattlingCannonCommandSet
TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
ConflictsWith = Upgrade_ChinaOverlordPropagandaTower

Notice these things here...they show that the commandset will be switched when the upgrade is activated...

Code:
Object ChinaTankOverlordGattlingCannon

  ; *** ART Parameters ***
  SelectPortrait         = SNGatTower_L
  ButtonImage            = SNGatTower
  
  ;UpgradeCameo1 = Upgrade_Nationalism
  UpgradeCameo1 = Upgrade_ChinaUraniumShells
  UpgradeCameo2 = Upgrade_ChinaNuclearTanks
  ;UpgradeCameo4 = NONE
  UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon
  
  
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = FIREPOINT01

    DefaultConditionState
      Model               = NVOvrlrd_G
      Turret              = TURRET01
      TurretPitch         = TURRETEL
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponFireFXBone    = SECONDARY Muzzle
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
    End
    ConditionState        = CONTINUOUS_FIRE_SLOW
      Model               = NVOvrlrd_G
      Animation           = NVOvrlrd_G.NVOvrlrd_G
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate  s l o w l y
    End
     ConditionState       = CONTINUOUS_FIRE_MEAN
      Model               = NVOvrlrd_G
      Animation           = NVOvrlrd_G.NVOvrlrd_G
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate  medium-fast
    End
    ConditionState        = CONTINUOUS_FIRE_FAST
      Model               = NVOvrlrd_G
      Animation           = NVOvrlrd_G.NVOvrlrd_G
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate  vryfst
      ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
      ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
    End

    ConditionState        = REALLYDAMAGED 
      Model               = NVOvrlrd_GD
      Turret              = TURRET01
      TurretPitch         = TURRETEL
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponFireFXBone    = SECONDARY Muzzle
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
      ParticleSysBone     = Smoke01 SmokeFactionMedium
      ParticleSysBone     = Smoke02 SmokeFactionMedium
      ParticleSysBone     = Smoke03 SmokeFactionMedium
      ParticleSysBone     = SparkM01 SparksMedium
      ParticleSysBone     = SparkM02 SparksMedium
    End
    ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED 
      Model               = NVOvrlrd_GD
      Animation           = NVOvrlrd_G.NVOvrlrd_G
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate  s l o w l y
    End
     ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED 
      Model               = NVOvrlrd_GD
      Animation           = NVOvrlrd_G.NVOvrlrd_G
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate  medium-fast
    End
    ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED 
      Model               = NVOvrlrd_GD
      Animation           = NVOvrlrd_G.NVOvrlrd_G
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate  vryfst
      ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
      ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
    End

  End

  ; ***DESIGN parameters ***
  Side             = China
  EditorSorting    = SYSTEM
  TransportSlotCount = 1
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY   GattlingBuildingGun
    Weapon              = SECONDARY GattlingBuildingGunAir
    PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
  End
  
  ArmorSet
    Conditions     = None
    Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
  End
  VisionRange     = 200

  ; *** AUDIO Parameters ***
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop  = NoSound ;TurretMoveLoop
    VoiceRapidFire  = NoSound
  End

  ; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
    Body            = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      ControlledWeaponSlots = PRIMARY SECONDARY
      TurretTurnRate      = 60   // turn rate, in degrees per sec
      TurretPitchRate     = 60
      AllowsPitch         = Yes
    End
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Behavior             = DestroyDie ModuleTag_04
    ;nothing
  End

  Behavior = WeaponBonusUpgrade ModuleTag_05
    TriggeredBy = Upgrade_ChinaChainGuns
  End

  Behavior = StealthDetectorUpdate ModuleTag_06
    DetectionRate   = 500   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange = ??? ;   Defaults to VisionRange
    CanDetectWhileContained   = Yes
  End

  Geometry            = BOX
  GeometryMajorRadius = 8.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 9.0
  GeometryIsSmall     = No      
  Shadow              = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

Now, this part may be hard to understand, but the reason i have this posted here, is to show that object upgrades [such as the gattling cannon for the overlord] require another actual object; therefore, you need another unit code. Note the red underlined text. This is important. This is underline because it identifies where on the unit the object will spawn when you have upgraded to it. If you were to view the Overlord in Renx, you would notice that it does have a bone called FIREPOINT01. This is where the objects will spawn after being upgraded.

Test the game, and you should be done... if you have further questions, just contact me on aim or yahoo...
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Old 10-14-2005, 09:57 PM   #17 (permalink)
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upgrade to WHOLE UNIT TYPE coming soon
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Old 10-15-2005, 03:56 PM   #18 (permalink)
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Thanx
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Old 10-15-2005, 04:00 PM   #19 (permalink)
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no prob...i will work on the whole unit type later today...also...i have aim...so if you want to, you can talk to me there...it probally alot easier...
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Old 10-16-2005, 01:24 PM   #20 (permalink)
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right. I'm bowling at 1pm CDT will u be on at bout 4:30pm CDT?
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