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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 04-21-2006, 10:33 AM   #1 (permalink)
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Join Date: Feb 2006
Posts: 21
Default Two Problems

I'm still working on a project to convert nearly totally 2 factions, and I've stumbled upon these problems:

1) I've converted a Chinese Tank Hunter into a rocket trooper, who shoots both aircrafts and ground units. The tricky problem is that they shoot BOTH rockets when attacking against aircrafts; they shoot towards them with air-to-air rocket like they have to, but they ALSO shoot a normal anti-tank rocket below air units near ground. The code of rocket trooper looks like this:

WeaponSet
Conditions = None
Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher
Weapon = SECONDARY StingerMissileWeaponAir
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End


...So how to fix this?

2) I'm trying to combine a Command Center and Supply Center, so their action principles are in one structure; so there can be built both construction units and supply collectors. I've managed into this far, but how to make the structure to behave like a supply center? I mean that when the supply unit has loaded itself full of crates and is ready to go to empty the load, when selected, they can unload themselves into the current combined structure (the triangular enter cursor should appear).

And here's piece code of my structure (it's a converted Chinese command center):

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES

Body = StructureBody ModuleTag_07
MaxHealth = 3500.0
InitialHealth = 3500.0
End

Behavior = PreorderCreate ModuleTag_PreorderCreate
End
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Old 04-21-2006, 10:50 AM   #2 (permalink)
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Default

well...

1) both weapon u r using have these tags in weapon.ini:
AntiAirborneVehicle = Yes
One of these should have AntiAirborneVehicle = No and AntiGround = Yes
the other one the opposite.

2) what about adding the KindOf FS_SUPPLY_CENTER and the important modules:
- SupplyCenterCreate
- SupplyCenterProductionExitUpdate
- SupplyCenterDockUpdate
(look into the code of any supply center)
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Old 04-21-2006, 12:59 PM   #3 (permalink)
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Default

Thankyou very much for helping. The infantry problem is solved but the structure problem is still; I've done the changes like you said: added the behaviour modules into the structure's modules and FS_SUPPLY_CENTER into "KindOf" -part. The trucks doesn't seem to be able to unload their cargo for some kind of illogical reason.

Here's the code I've fixed:

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = FS_SUPPLYCENTER PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES

Body = StructureBody ModuleTag_07
MaxHealth = 3500.0
InitialHealth = 3500.0
End

Behavior = PreorderCreate ModuleTag_PreorderCreate
End

Behavior = ProductionUpdate ModuleTag_08
NumDoorAnimations = 1
DoorOpeningTime = 1500 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 1500 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_09
UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RadarUpdate ModuleTag_10
RadarExtendTime = 2000 ;in mSeconds
End

Behavior = DestroyDie ModuleTag_11
;nothing
End
Behavior = CreateObjectDie ModuleTag_12
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_13
DeathFX = FX_StructureMediumDeath
End

Behavior = RadarUpgrade ModuleTag_14
TriggeredBy = Upgrade_ChinaRadar
End

Behavior = GenerateMinefieldBehavior ModuleTag_15
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End

Behavior = OCLSpecialPower ModuleTag_16
SpecialPowerTemplate = SuperweaponNapalmStrike
OCL = SUPERWEAPON_NapalmStrike
End

Behavior = OCLSpecialPower ModuleTag_17
SpecialPowerTemplate = SuperweaponArtilleryBarrage
UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
OCL = SUPERWEAPON_ArtilleryBarrage1
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End

Behavior = OCLSpecialPower ModuleTag_18
SpecialPowerTemplate = SuperweaponClusterMines
OCL = SUPERWEAPON_ClusterMines
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End

Behavior = OCLSpecialPower ModuleTag_19
SpecialPowerTemplate = SuperweaponEMPPulse
OCL = SUPERWEAPON_EMPPulse
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End

Behavior = CashHackSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponCashHack
UpgradeMoneyAmount = SCIENCE_CashHack3 4000
UpgradeMoneyAmount = SCIENCE_CashHack2 2000
MoneyAmount = 1000 ; amount of money to steal
End
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End

Behavior = FlammableUpdate ModuleTag_23
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = SupplyCenterDockUpdate ModuleTag_22
AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside
NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
End

Behavior = SupplyCenterCreate ModuleTag_25
;nothing

Behavior = SupplyCenterProductionExitUpdate ModuleTag_26
UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End

Behavior = TransitionDamageFX ModuleTag_24
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End

Geometry = BOX
FactoryExitWidth = 25
GeometryMajorRadius = 60.0
GeometryMinorRadius = 63.0
GeometryHeight = 36.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End
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Old 04-21-2006, 02:41 PM   #4 (permalink)
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well to make it build supply collecters... you need to add the supply trucks to the command center commmand set. You also have to look at the prerequisites of the Supply Truck and change it from ChinaSupplyCenter to ChinaCommandCenter...



and i may also know why its acting up... you have it trying to be too many things at the same time... its trying to be a Factory and a Supply center and a Command Center...also maybe you should try where it says Allow Pass Through you should say yes?
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Old 04-21-2006, 03:01 PM   #5 (permalink)
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The Command Center builds already trucks too, but they don't unload the cargo there. All prequisities have been already changed. I tried to remove one of things that the building tries to be, and also I tried to change that AllowPassThrough thing, well guess what:

It crashed.

I've fixed the crashing replacing the backup copy of the file. I'm still with this problem...
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Old 04-21-2006, 05:05 PM   #6 (permalink)
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hmm I know what you mean. I had a similar problem when I wanted a CommandCenter being a SupplyCenter, Superweapon and Factory... the same things as you described follwed: the supply trucks could never unload :/
Unfortunately, I have no clue up to now what the problem is... but I guess SmokeyDaBear could be right that it has to do with all these KindOf parameters which maybe deactivate each other...
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Old 04-21-2006, 07:17 PM   #7 (permalink)
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yea thats why i think the problem is... it may be too overloaded with things to do... also it may be a bone problem but i doubt it...the most logical thing i can think of is toooo many kind of's... rarely do you ever see a building in generals do more than 2 things if you think about it
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Old 04-22-2006, 02:56 AM   #8 (permalink)
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So I should abandon the whole idea about SupplyCommand Center? Right. I'll make up something else... But I really have to thank you all for tips and advice; Nobody would learn without mistakes and tips
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Old 04-22-2006, 03:37 PM   #9 (permalink)
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no prob... sorry it could be... but i just thought of something... i doubt if this would work also...but its a start.... WHAT IF... you had an add on building for the command center... similiar to how the overlord has the add on structures... but this building was a side supply center....
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Old 04-23-2006, 05:12 AM   #10 (permalink)
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Hmmm... that sounds an interesting idea. I should first learn to create add-ons for structures. Well, back to practicing...
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