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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » INI coding help with those subdirectories, pls?

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 11-02-2005, 03:39 PM   #11 (permalink)
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oh ok thanx Guy....cool code cat
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Old 11-07-2005, 12:04 PM   #12 (permalink)
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Quote:
Originally Posted by GuyInTheWindow";p=&quot View Post
Also that if your doing a total conversion, you could make all the default INIs blank to optimize(i think) the game so that it doesn't have to load zh/gen objects that you'll probably not use.
here a short tip for those of u who really need to have all old faction buildings / units deleted (except weapons).

EFFECTS:
- old units will be shown up under one and the same Side in WB
- you can reduce the memory space which the original INI files normally need.


1. open "PlayerTemplate.ini" and copy the Side Civilian and rename it to UNUSED or whatever.

2. place all original object INI files in Data\INI\Object\... and go through each file.

3. In every file you only have to leave the name of the Object and to which side it belongs (Side = UNUSED; so it is shown up under UNUSED in WB)

example:
Code:
;----------
Object AmericaInfantryRanger
  Side = UNUSED
End

;----------
Object AmericaInfantryMissileDefeder
  Side = UNUSED
End

...
4. Make sure, you don't delete weapon objects, because weapon objects are used very often anywhere and you could need them for you TC as well.
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Old 11-07-2005, 01:08 PM   #13 (permalink)
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Wow, i may need to use that method when I work on a new mod that i hope to add another army or 2 into generals.
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Old 11-07-2005, 01:13 PM   #14 (permalink)
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hm, but when u only ADD these two armies you don't really need to do this as long as the other factions are still playable. it's more a method to bring a "system" into the object tree in the WB of a total conversion.
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