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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-11-2005, 02:02 PM
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#1 (permalink)
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Junior Member
Join Date: Nov 2005
Posts: 15
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Upgrade InitialPayload
Hey, ive only just started looking at the ZH ini files recently, and ive been trying to do a few odds and sods to get used to the files and how they work. So far I havent run into to much I couldnt handle, but Im having a really bad time of figureing out how to upgrade the initial payload on a unit.
Basically, im using the demo generals combat cycle as a template, and im trying to get it to "Upgrade" to having an RPG man on the bike when a user purhases an upgrade.
Everything I have tried so far gives me the "ZH has encountered a serious error" Message that im getting to know and love.
Behavior = TransportContainUpdate Moduletag_24
;Standard TransportContain stuff
Slots = 1
InitialPayload = Demo_GLAInfantryWorker 1
ScatterNearbyOnExit = No
HealthRegen%PerSec = 0
DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate.
BurnedDeathToUnits = No ; And no Burned death.
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
TriggeredBy = Demo_Upgrade_SuicideBomb
End
theres an example of what I have tried, I also tried
Behavior = TransportContainUpdate Moduletag_24
InitialPayload = Demo_GLAInfantryWorker 1
TriggeredBy = Demo_Upgrade_SuicideBomb
End
and I tried using various names for the behavior, I know moduletag 24 is available, because it works if I copy another module (the commandset upgrade one at 23), Ive tried using my own names for the behavior, as well as names already in the file in case there was something behind the naming (Im pretty sure there isnt) (obviously, these examples arnt upgrading to the rpg trooper, nor are they using a real upgrade id use to do it, this is just copys using already in ini files items.)
Does anyone have any idea what im doing wrong? (I know its probably really simple and im forgetting something really easy, but...)
Thanks for your time
Pill
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11-11-2005, 04:34 PM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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Well, there is no "TransportContainUpdate".
The ModuleTag_XX is just a name, you could as well name it MyFunnyValentine:
Behaviour StealthUpdate MyFunnyValentine
End
Just as an example.
I don't get why you want the combat cycle to upgrade to carry a RPG man, first you may just put one on it and second there's already an existing RPG combat bike that you just have to add to your Arms Dealer's commandset.
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11-15-2005, 01:09 PM
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#3 (permalink)
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Junior Member
Join Date: Nov 2005
Posts: 15
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Well, while I could just upgrade the command set, I dont really like that as an Idea, because, what if you wanted for example, 2 upgrades, one for upgrading the rider on a combat cycle, and one for upgrading the battlebus to contain 2 rocket men. If you had both upgrades, you wouldnt have a commandset for it...
equally, while you can just put a rocket man on a combat cycle, if you want a roaming defence force of like 20 of the things, its a royal pain to keep doing that, itd be easier jut to upgrade the rider from a new building, and changing to something else when you changed, equally, you wouldnt want it to change the rider on all existing bikes, so youd need it to change the initial payload.
Irregardless, to be fair its something im playing with more because I want to get it working than anything else, and that seems a good enough reason to me... so I figured id see if anyone had any suggestions.
I thought the module tag was just a name, but if thats not the behavior to use, do you have any idea which I should use?
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11-15-2005, 01:22 PM
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#4 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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You may have more than one commandset upgrade, check the chinese Internet Center and / or the GLA worker.
Besides that why don't you just add a button to the Arms Dealer's commandset that gets activated when you buy an upgrade? Check the CommandButton.ini for the Ranger's flash bang, it's activation requires an upgrade, you could easily add these lines to your "build RPG combat cycles" button.
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11-15-2005, 01:26 PM
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#5 (permalink)
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Junior Member
Join Date: Nov 2005
Posts: 15
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true, but dosent the gla arms dealer already occupy the full panel (I know I can span it over multiple ala fake buildings), and im trying to avoid spamming command bars if I can
equally, what If I want an upgrade to change the cyclist into a terrorist, sabeteur, rpg soldier, rebel again or train jarmal kell on one?
to be honest Im really aiming just to change the initial rider if possible.
EDIT: Oh and my point about multiple command sets, was that, if there were 2 - 4 upgrades to it, as far as ive been able to tell, you cant really have them all active simultaniously. you cant for example check which upgrades are purchased, and which are not, thus dictating which command set to use, Plus it would require adding a lot of command sets to cover all the options.
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11-15-2005, 06:09 PM
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#6 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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Well you might try to build a Combat Bike with a commandset that features als those men you want to be riders. Then you create an OCL upgrade that spawns the rider within the bike (like the overlord upgrades) and then you have your upgraded bike all controlled from within the combat bikes commandset.
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11-15-2005, 07:41 PM
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#7 (permalink)
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Junior Member
Join Date: Nov 2005
Posts: 15
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hmm, the main problem id see with that is balance issues, since for example, you get a bunch of stealthed rebel bikes hidden in someones base (possible given the correct terrain), you then place them near good buildings, turn them all into terrorists for example, and bad things rapidly start to happen.
thats the main reason I was looking at trying to change the initial rider on the upgrade.
Im sure theres a way to do it, I just havent been able to figure out how yet.
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11-16-2005, 07:47 AM
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#8 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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Well isn't that what I just said?
Each bike is updated individually and the initial rider is changed.
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11-16-2005, 09:02 AM
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#9 (permalink)
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Junior Member
Join Date: Nov 2005
Posts: 15
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Well, if its done like the overlord, wouldnt that mean the change applies either to all existing units, or only the current one, which would require either upgrading the rider from an already alive bike, or upgrading all riders on all alive bikes?
or am I misinterpreting?
do you mean, you can change the initial rider from all future bikes that are created by creating an OCL entry?
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11-16-2005, 09:11 AM
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#10 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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The changes would apply to the current bike you are actually selecting. You may however just code the button the way the overlord buttons are coded, select all of them and upgrade. This is triggered by the OK_FOR_MULTI_SELECT option in the CommandButton.
If you want a global upgrade add a commandset change to the Arms Dealer or add an global upgrade to an "alive" back, as you said, that is then a PLAYER type upgrade, not an OBJECT type upgrade.
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