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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 02-14-2006, 12:12 AM   #1 (permalink)
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Default Newb question

Hi All,


Before I ask my newb question I would like you to know that I did indeed try to find the answer on Filefront and this site, so please do not give me too much heat..

And now to the question.. How do you take a missile from one mod, Rise of the Reds berkut missile, to another mod, Mid East Crisis.. It will probably have to be step by step.. :S

What I have tried so far is adding this file..

berkut_m.W3D

And editing these..

Data\Ini\Object\WeaponObjects.ini
Data\Ini\ParticleSystem.ini
Data\Ini\Locomotor.ini

Please believe when I say this, I have/had absolutely no idea of what to do. I got the inspiration from looking through the INI. files.

Oh, by the way I have FinalBIG.

Hope that I do not seem to hopeless to help.


Thanks a lot in advance,
Benjamin
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Old 02-16-2006, 02:30 PM   #2 (permalink)
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Default

post the code man... it will help



also



you need the object code [what the weapon looks like, physics and such]

a weapons code [how the missile fires, and how it explodes...what it sounds like, and how much damage]

possibly a locomotor [how the weapon moves]

possibly a particle fx [the particles and details on the explosion/launch]

a parent object [where will this missile come from, or be shot from]

and maybe even more
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