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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 07-15-2006, 02:42 AM   #11 (permalink)
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Actually, you can edit the Generals.str file with any ol' text editor and get the same effect as editing the .csf file - or at least you can in Zero:Hour.

The thing I'm curious about, of course, is how to get the friggin' superweapon timer on Fai's map in Pro:Gen to appear. There appears to be an override in the scripts for the map, but I haven't been able to locate it yet. It's certainly got nothing to do with setting the PublicTimer tag in the map's .ini, either.
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Old 07-17-2006, 01:37 PM   #12 (permalink)
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i find it annoying how, when online, .str files dont get transfered wiv the rest of the map stuff
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Old 07-20-2006, 01:46 PM   #13 (permalink)
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:S I haven't had such problems
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Old 08-06-2006, 03:01 PM   #14 (permalink)
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I have the same problem too, I can't see cowntodow timers (I've just played skirmish games so far, just found the mod ). I wish I know how to put them back. In the example conquestx did, it says "no", so that's mean that it won't be visible? If yes, IS viewable?
I tried what is described here but with no success; I opened INIZH.big with BigPop so I could extract the SpecialPower.ini. INIZH>Data>INI>extracted SpecialPower.ini and edited, then replaced the edited file with the tool in BigPop but all stayed the same.
Can anybody put an example or tell me how to edit the file? Which one is for the USA, China and GLA superweapons?
Thanks for your patience, I'm really new to the editing stuff.
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Old 08-06-2006, 04:05 PM   #15 (permalink)
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PublicTimer = No obviously means that the timer will NOW be visible to the players.

What do you want to edit syrdax? Please be more specific.
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Old 08-07-2006, 12:49 AM   #16 (permalink)
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I just want to see the cowntdown timers for the superweapons, just like before the Progen mod.
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Old 08-07-2006, 01:32 AM   #17 (permalink)
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PublicTimer = Yes.
Then launch the game and see what string is missing, and note it. Then open the .str or the .csf file. Find that entry. It's probably blank. Take a look at the default .str or .csf file. Find that entry. Copy it from the default to your file. A bit complicated, but it should work.

Note: .str files are much much easier since they do not need a .csf editor, and can be edited with a notepad.

I'm not familiar with ProGen's .str structure, so I have no idea why Dee erased that...
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Old 08-07-2006, 11:59 AM   #18 (permalink)
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Hi, thanks for the patience.
Well, I must be doing something wrong because I can't still see the cowntdown timers.

And I think that I did what you told me here to do:

The only superweapon with "no" public timer was the "daisy cutter", which is I guess the USA superweapon.
Here's a picture with the program and the file I edit:


Am I doing everything right?
Another thing I realised is that you can no longer see the enemies superweapons, just like the 'normal' game. Also, when you purchase the first satelite hack for China you could see them command centers but now you see them just for a moment, like the second satelite upgrade.

Anyway, I just would have enough if I just can see the cowntdown timers
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Old 08-07-2006, 01:41 PM   #19 (permalink)
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well...usually...with .csf at least... the code will be GUI:Superweapon... So if it was lets say thunderstorm...type in GUI:SuperweaponThunderStorm... to display the timers you have to add PublicTimer=Yes to everything...post the code to a few of the superweapons/special powers you want displayed
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Old 08-07-2006, 02:53 PM   #20 (permalink)
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Ok, I know now what I was doing wrong; I had to edit the files that the mod did, not the one in the INIZH, so now I got it right, well, kind of, I got my superweapons cowntodowns but no the AI's. Just have to search the other superweapons. Thanks!

Edit: I got it all working now, all cowndown timers are viewable.
Thanks everybody for the help!
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