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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 07-05-2006, 05:41 PM   #1 (permalink)
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Default Adding new General Powers to each side

Basiclly what I'm trying to do is add the Neutron Missile to China, the ability to build the ICMB as the US and the Supply Drop to the GLA

I've heard that all of these are already in the game .ini scripts and was woundering how I could make them usable for in-game play.

I wanted to have the neutron bomb droped from the air

All the new general powers I have stated above would be 5 star abilities.

Help please
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Old 07-06-2006, 02:08 AM   #2 (permalink)
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It's quite easy... as far as the theory goes.

Lets say i want the BossGeneral to have Aurora Alphas...:

Open up (after extracted with FinalBIG or whatever)
1) BossGeneral.ini
2) SupwGeneral.ini (or whatever it's called)

In the Superweapon General's file, search for the Object Supw_Aurora
Copy ALL the information the Supw_Aurora to an empty .txt file that you can create on your desktop for now.

Now close SupWGeneral.
In Bossgeneral.ini : Search for Boss_Aurora
Look as the details of the Boss_Aurora and the Supw_Aurora (in the desktop-text file).

Modify the desktop-ext-file to change the name to the same as BossGenerals unit that you are replacing.
The other values you need to change is Faction, Prerequisites, and maybe a few others that i havent messed around with too much. Maybe some of the other forum ppl could add some hints here.

Once you have changed what needs to be changed, simply copy and paste the new desktop-text-file stuff OVER the Bossgeneral.ini stuff to replace the normal Aurora with the Alpha Aurora.

As for adding new structures... Almost same thing.

Copy and paste SupplyDrop's information into empty file... Modify as above... EXCEPT: You need to create a new Object name for it. Something like ChinaSupplyDrop.

Then in your Commandset.ini... search for your ChinaDozer, and add the line to allow the dozer to build it.

Something like:

3 = Command_ConstructChinaSupplyDrop

That should be it. This is more or less how i create some "Custom" armies with the available 2 General Personas in the files.

Play around, but remember to make backups.

Ciao
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Old 07-06-2006, 07:52 AM   #3 (permalink)
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Is it possible to make walls buildable to because I've spotted them in the code?
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Old 07-06-2006, 08:16 AM   #4 (permalink)
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Sure, you can make walls buildable... I haven't done so myself, but thanks for the idea!!!

If i had to risk a quick shot at it... Just add the command to the Dozer unit in the Commandset.ini and it SHOULD be done.
Might wanna look at buildcost, buildtime, armor and health at the same time... might be a bit low if you want to make it an asset to your Team/Faction/Side.
If you want different strengh walls with different armor for each side, you'd have to copy and paste the wall for each side seperately into their respective ini files and give em appropriate names and factions for each side.

Ex: in BossGeneral.ini i would name it
Code:
Object Boss_SteelWall
with
Code:
Side = Boss
and
Code:
Prerequisites
Object = BossCommandCenter
...
...
...
Buildcost = 100
Buildtime = 10
...
Istrainable = no
I think you can guess at most values and see... Obviously you'd have to copy and paste the greatest part of the wall's settings from wherever you saw it initially.

I have seen someone add walls in their Mod, but havent thought about it myself. :scared:
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Old 07-07-2006, 03:15 PM   #5 (permalink)
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I HAVE DONE IT BEFORE! It works, but you have to treat it as a structure not as a wall or else infantry and stuff will just pass right through it...
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Old 07-08-2006, 06:13 AM   #6 (permalink)
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Use the LineBuild kindof, you will be happily supprised.
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Old 07-08-2006, 03:10 PM   #7 (permalink)
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never tried that.... i only had it on my old mod... but i might add it to my ----- faction on my current mod...
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