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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 10-10-2005, 04:56 PM   #1 (permalink)
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Default Assistance needed

Hello I recently joined here at Deezire and I have seen many great mods from here and I would Like to ask a few things

1) How would you add A superweapon that drops a nuke that uses the Fuel air bombs explosion but larger

2) How do you add generals powers? ( really need help here )

3) How do you make upgrades for : all of 1 type of unit/building and Single Units/buildings?

4) How do you add unit buttons to the game?

any help on these four sections would be greatly accepted

Thanks
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Old 10-11-2005, 05:53 AM   #2 (permalink)
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Read some tutorials
http://www.deezire.net/modules.php?n...viewforum&f=16
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Old 10-11-2005, 04:21 PM   #3 (permalink)
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Quote:
Originally Posted by Vap0riser
Already did.... but none helped on how to add upgrades but I think I got the fuel thing down now. you just add a wepon that changes the explosion from whatever the nuclear one is to the fuel air bomb one.

The cameos I dont get still.

And powers it only gives examples for ones to be unlocked.I need ones I can make for an upcoming mod project I'm making.
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Old 10-11-2005, 05:12 PM   #4 (permalink)
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GenDev
and please use the button. Also try checking HERE
Thank you.
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Old 10-11-2005, 06:00 PM   #5 (permalink)
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ok for the generals powers...you have to copy one of the other ones that closly resemble the one you want to create and just mix & match the things you want in it...I will give you examples from my mod...


If I were you, i would start at Science.ini and work your way down..


Science.ini
Code:
Science SCIENCE_CarpetBombUS
  PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = CONTROLBAR:CarpetBombUS
  Description = CONTROLBAR:ToolTipCarpetBombUS
End

This actually originated from the fuel air bomb code, and sense the fuel air bomb and carpet bomb both drop bombs, i copied the fuel air bomb science code, and just input everything i wanted in it...next lets go to SpecialPower.ini

SpecialPower.ini
Code:
SpecialPower SuperweaponCarpetBombUS
  Enum                = SPECIAL_CARPET_BOMB
  ReloadTime          = 250000   ; in milliseconds
  RequiredScience     = SCIENCE_CarpetBombUS
  PublicTimer         = No
  SharedSyncedTimer   = Yes
  ViewObjectDuration  = 30000  ; Lifetime of a Look done belonging to the firing player
  ViewObjectRange     = 250 ; And how far it can see
  RadiusCursorRadius  = 100
End
notice the RequiredScience = SCIENCE_CarpetBombUS ...this is why I start with science.ini. Science is basically all the generals abilities that are available to be bought from the generals menu...lets move on to ObjectCreationList....You must go to object creation list if something is being spawned from offscreen...e.g. artillery barrage, fuel air bomb,...all of those have something coming from offscreen, rather it be a b52 bomber, or a artillery shell... However, things like enabling the paladin, or enabling the stealth fighter do not need a OCL [Object Creation List].


ObjectCreationList.ini
Code:
ObjectCreationList SUPERWEAPON_CarpetBombUS
   DeliverPayload
    Transport = AmericaJetB1
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = No
    MaxAttempts = 5
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:10 Y:20 Z:0
    DropDelay = 360  ;500       ; time in between each item dropped (if more than one)
    Payload = SmallBombs 30
    DeliveryDistance = 200
    DeliveryDecalRadius = 150
    DeliveryDecal
      Texture           = SCCA10Strike_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:255 B:255 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End
For the object creationlist.ini, you have to have planned what bomber/object you are going to use, what it will drop, ext... Lets move on to the Commandbutton.ini. This contains the clickable buttons that do the commands in the game...such as the guard button, the stop button, the attackrun button...these are all in commandbutton.ini

Commandbutton.ini
Code:
CommandButton Command_CarpetBombUS
  Command           = SPECIAL_POWER
  SpecialPower      = SuperweaponCarpetBombUS
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel         = CONTROLBAR:CarpetBombUS
  ButtonImage       = SSClusterMines
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:ToolTipCarpetBombUS
  RadiusCursorType  = CLUSTERMINES
  InvalidCursorName     = GenericInvalid
End
Notice that this contains the text SpecialPower = SuperweaponCarpetBombUS...this is taken from the specialpower.ini


Next is the CommandSet.ini...this basically contains all of the sets of commands available to units/structures..for example, the colonel burton command set has the sets of commandbuttons that tell him to knife, plant bomb, attack run, plant timed bomb, guard, or stop...However, here you may need to make more than one change...because if you have a shortcut from a place such as the American Command Center, you want to be able to add the commandbutton to the command center, and also to the unit who will be performing the action...in this case, its the B1 bomber i made...

CommandSet.ini
Code:
CommandSet Command_ScriptedTransportDrops
  1 = Command_DaisyCutter
  2 = Command_Paradrop
  3 = Command_CarpetBomb
  4 = Command_ClusterMines
  5 = Command_CrateDrop
  6 = Command_GLAClusters
  7 = Command_CarpetBombUS
End
Code:
CommandSet AmericaAirfieldCommandSet
  1 = Command_ConstructAmericaJetRaptor
  2 = Command_ConstructAmericaVehicleComanche
  3 = Command_ConstructAmericaJetAurora
  4 = Command_ConstructAmericaJetStealthFighter
  5 = Command_CarpetBombUS
  6 = Command_ConstructAmericaJetFightingFalcon
  7 = Command_ConstructCINE_AmericaJetRaptor
  8 = Command_Constructa10
  9 = Command_UpgradeComancheRocketPods
 10 = Command_UpgradeAmericaLaserMissiles
 11 = Command_SetRallyPoint
 12 = Command_Sell 
End


Notice that I have 2 command sets here. The scripted transport drops command set is basically the command set for all of the transpot planes...such as: the b52, c130, china c130, and gla c130...these planes need this...the 2nd commandset belongs to the airfield, because this is where i want to launch the attack from...meaning that if i were to click on the airfield, i would see a commandbutton that would allow me to carpet bomb.

Next is the factionbuilding.ini from the object folder. This contains all of the factions' structures...

Factionbuilding.ini
Code:
Behavior = OCLSpecialPower ModuleTag_20
    SpecialPowerTemplate = SuperweaponCarpetBombUS
    OCL                = SUPERWEAPON_CarpetBombUS
    CreateLocation     = CREATE_AT_EDGE_NEAR_SOURCE
  End

I placed this under my airfield's list...[there is a hell of a lot more to the airfield.ini, but it WAY to long to post]. This bahavior module basically says that this building can contain and use the carpet bomb power...next and last is the factionunit.ini. I just put this under my b1 bomber..the same thing applies, its just to long to post here...but its there...

Code:
 Behavior    = OCLSpecialPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponCarpetBombUS
    OCL                  = SUPERWEAPON_CarpetBombUS
    CreateLocation       = USE_OWNER_OBJECT
  End


As you can see, its a long process. And actually, if you wanted to add your own cameo, it would take even longer! But wait till you get more advanced before worrying about that. To tell you the truth, I really dont advise trying to get into generals powers yet, unless you enable disabled ones. Its too advanced to start out with.
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Old 10-11-2005, 06:02 PM   #6 (permalink)
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matter of fact...lol...almost all the things you ask are to advanced to start with...lol...try to start with more simple things first...
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Old 10-11-2005, 06:12 PM   #7 (permalink)
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.......Still nothing...

I solved the cameos on my own

Just need a tutorial on adding generals powers and upgrades for: all of 1 type of unit/building and Single Units/buildings

Thank you
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Old 10-11-2005, 06:13 PM   #8 (permalink)
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LOL I posted after u did!!!!
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Old 10-11-2005, 06:17 PM   #9 (permalink)
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Quote:
Originally Posted by SmokeyDaBear";p=&quot View Post
matter of fact...lol...almost all the things you ask are to advanced to start with...lol...try to start with more simple things first...
Sry for tripple post.....

ahem...

I ALREADY KNOW BASIC GENERALS MODDING!!!

lol

I'm trying to get into harder things now...
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Old 10-11-2005, 06:22 PM   #10 (permalink)
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WELL...IT TOO BIG OF A HARD JUMP LOL...it takes like 4/5/6/7/8/9 ini's at a time...and lot of practice...but i think you will get it eventually
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