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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-30-2005, 07:58 AM
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#1 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 415
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INI coding help with those subdirectories, pls?
Ok, mods/total-convertions nowadays have different methods of INI coding which I'm losing it. For example, I opened this mod's .big file an I check the Data/INI/Object folder and see the folders of it's available faction, USA, China and GLA. I opened the USA folder and see the folders Aircraft, Buildings, Infantry and Vehicles. Can anyone explain me how this works, pls? I'm getting confused with this method and having a hard time adding a unit with this method.
Thanks in advance for any help!
Indigo
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10-30-2005, 12:22 PM
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#2 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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My mod has this setup
Basically any INI file in the Objects folder will be read as an object, disregarding if their in a different folder. You could name the folders "Bastard" & then another called "Asshole" and put the GLA Rebel in there, and it would be read. People use this setup to better organize where their units are.
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10-30-2005, 12:51 PM
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#3 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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Well, im not quite sure myself how some of these things work. All i know is that there indeed are different ways of going about your mod in various forms. I mean, just look at the 2 you already know...you can do 1 BIG file, or art folder, audio folder, maps folder, english, csf, and like 4000000000 other folders and files.
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10-30-2005, 12:56 PM
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#4 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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Oh so in the objects folder, i can put Aircraft Infantry Tanks and such in small subfolders. Is this where i could add my new units....for example....in the objects folder lets just say:
Objects
llllllllllllll
FactionUnit
FactionBuilding
FactionProps
CivilianBuilding
CivilianUnit
CivilianProps
System
NewAircraft
NewTanks
NewInfantry
NewMisc
would that work?
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10-30-2005, 10:23 PM
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#5 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 368
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Correct, SmokeyDaBear. You could also make a new folder within the Objects directory and place all the INI files associated with the new faction in there, if you chose to do so.
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10-30-2005, 10:28 PM
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#6 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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ok thanx commie...i was wondering...if only i had know that earlier lmao...i might use for another mod sometime
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10-31-2005, 11:04 PM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 134
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Just note that the folders are read in alphabetical order... so if you need an object that other objects will need to use (ie - glaHole) you need to get it to be read before the other objects that need to use it.
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.
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11-01-2005, 07:57 PM
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#8 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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so basically, i have to arrange the folders alphabetically?
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11-01-2005, 08:58 PM
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#9 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 134
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No, its just that parent objects need to be referenced before any other child object is referenced and generals reads alphabetical order subdirectory.
So say you had glahole in objects\glastuff\glahole.ini. If you had a gla structure (assume that it needs a glahole), in object\demogen\demo_structures.ini. Generals would give an error that "glahole" wasn't defined (missing object or something like that) since it starts reading inis from the demogen folder, then glastuff folder, etc.
It's really a minor note that 90% of the time I don't think you'll really need to be concerned about.
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11-02-2005, 01:10 PM
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#10 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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I didn't even know about that but everything I did just worked...
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