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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Generals/zero hour Unit/building editing NEED HELP!

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

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Old 06-30-2006, 02:46 AM   #1 (permalink)
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Default Generals/zero hour Unit/building editing NEED HELP!

ok is there any basic tutorials that cover basic building /unit editing for example taking the zero hour units and placing them into generals ?

or adding for example the chinese overlord tank to the USA side in Generals? as i have tried this and it works except when i use the propoganda tower upgrade it crashes the game and gives an exception error.

or for instance making a building that houses all upgrades from all sides and applies them to whatever side your playing at the moment?

i wouldnt be asking here but the only tutorials ive found are "copy an paste this here " tutorials and dont really explain in detail what to do other than copying what the author already wrote into your .ini's and saving them .
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Old 06-30-2006, 08:03 AM   #2 (permalink)
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-.-

Does anybody know how to use the search function?
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Old 06-30-2006, 11:34 AM   #3 (permalink)
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Well I always thought that reading the actual stuff you were "copying and pasting" was pretty much self explainatory. Most of the code is simple to understand while the few stuff that isn't, say that generally stuff that have the prefix of OCL_ reference to the ObjectCreationList ini file or FX_ references to the FXList file. Then again, I've actually done a bit of normal programming, which is a lot more difficult.

The thing is whenever you make a unit, it's easier to just copy and paste, instead of starting from scratch. You'll need to copy and/or modify the following items:
Object\WhatEverFile -> Your INI file that contains your object
CommandButton -> Your Unit's special buttons (ie - RemoteDemoCharge, Upgrades, and it's build button)
CommandSet -> Your Unit's button list when selected and modify the building's commandset so that your unit will be built.
ObjectCreationList -> Any upgrades/death debris/etc.
FXList -> Any ParticleEffect Sets for your unit
ParticleSystem -> ParticleEffects, if you made any custom ones
Weapon -> If you unit attacks differently from other units.
Upgrade -> If you have any unique upgrades

With all that stuff to modify, it's so much simplier to copy&paste.

If you want me to make a step-by-step tutorial, with explainations on what's going on. Feel free to request. Just don't expect it to be done it 5 minutes.
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Old 06-30-2006, 09:19 PM   #4 (permalink)
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Quote:
Originally Posted by Slye_Fox";p=&quot View Post
-.-

Does anybody know how to use the search function?
yes i know how to use the search function but since my question was more specific than general i posted it by itself, so please dont be a smart alec when all i was trying to do was garner a little help.

anyway, an update to my overlord problem in generals, the problem has been solved, it was a simple syntax error on my part where i had commented out upgrades that didnt need to be commented out so i fixed this and now the overlord works fine.

as for the tutorials yes i would like an in depth tutorial as to how to transfer units and or buildings etc from zero hour into generals since ive not been able to find one. to be more specific what im trying to do is take the laser defense turrets and laser tanks from the lasergenerals side in zero hour and replace the patriot missile battery and crusader tank on the USA side in Generals .


Also Please note the versions of these two games that i have installed are Generals and Zero Hour from the command and conquer: the first decade collection.

and the tools i have are : FinalBIG

Version 0.4 Beta released March 20th, 2006.

and TibED 2 beta 4a (build 100)
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Old 07-01-2006, 07:56 AM   #5 (permalink)
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Transfering units from Zero Hour into Generals is a very dodgy and pointless thing to do, code-wise there have been a lot of unit behaviour additions in ZH that would simply not work in Generals.
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Old 07-01-2006, 03:12 PM   #6 (permalink)
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Quote:
Originally Posted by Leutian";p=&quot View Post
es i know how to use the search function but since my question was more specific than general i posted it by itself, so please dont be a smart alec when all i was trying to do was garner a little help.
Those sort of questions have been asked MANY times before.
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Old 07-01-2006, 03:35 PM   #7 (permalink)
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Don't do it I tell you, I'm bored to hell of the game after cheating for barely even 12 hours of play (today and yesterday)!
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Old 07-01-2006, 05:52 PM   #8 (permalink)
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Quote:
Originally Posted by agreed
Don't do it I tell you, I'm bored to hell of the game after cheating for barely even 12 hours of play (today and yesterday)!
then don't cheat
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Old 07-02-2006, 04:34 AM   #9 (permalink)
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no offense to anyone here, but i didnt ask if i SHOULD do it, i asked HOW to do it. it doesnt bother me about behaviour modifications, i just want to import the units i mentioned into generals to replace the normal crusader tanks for usa , because i think it would be interesting to see if it makes much of a difference in the campaign. and after all that's what modding's about experimenting. this is a modification I WANT to do whether i SHOULD or not is not the issue. so please point me in the direction of a tutorial or a post that has the information i seek, try to help yourself or whatever you like, just don't tell me HOW i SHOULD mod my own game.
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Old 07-02-2006, 07:31 AM   #10 (permalink)
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Erm, was the Laser logic in Generals? Just because you want to move stuff from ZH to Generals, doesn't mean its possible, and i'm not sure if it is.
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