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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Tech Level mod like in classic C&C Red Alert

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

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Old 10-30-2006, 03:06 PM   #1 (permalink)
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Default Tech Level mod like in classic C&C Red Alert

I have searched this and other forums for such a mod. Basically, I am looking for a mod for Zero Hour that allows you to set the level of "technology" so that certain units/structures can or can't be built. Such as tech level 1 may only allow infantry and their corresponding structures.

I know "t_ronx" made a mod such as this for generals but did not complete one for ZH. I have tried contacting him.

If any of you know of such a mod or can guide me through making one, that would be awesome.

Thanks in advance.
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Old 10-30-2006, 04:31 PM   #2 (permalink)
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I don't think that it would be possible to make such a mod for Generals (or ZH). The closest I think you have have is a series of mod maps, each one corresponding to a particular tech level. Unless you want to try hacking the engine... :drunk:
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Old 10-30-2006, 11:47 PM   #3 (permalink)
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Here is a link to the one for generals.
http://mods.moddb.com/4460/tech-level-mod/
It does exist and it has been done. I know the graphic says zero hour but the author had only made 3 of the tech levels, startign with the highest. I was wondering if anyone could look at this and maybe give it a shot or direct me how to.
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Old 10-31-2006, 10:27 PM   #4 (permalink)
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Oh, that looks like an installer program that can change mods.
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Old 11-01-2006, 06:12 PM   #5 (permalink)
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That may be how that program works but at any rate, how can I go about setting something like that up? Not nec. all tech levels but say a mod that allowed me to just use infantry and light vehicles for example.
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Old 11-02-2006, 11:02 PM   #6 (permalink)
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Set Buildable=No for all units and structures that you don't want buildable for a particular tech level or game type.
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Old 11-03-2006, 04:20 PM   #7 (permalink)
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well, afaik you can actually bring such a mod to life... there's a way it might work.

Open multiplayer.ini and scroll down to the Skirmish cash values you can set there. Now make new sets (as many as you wish to have tech levels) and define one of them as default. Dunno if this will work, but try to set all the cash values to the same number (maybe they are listed though in the combobox). Then it's an issue of how skilled you are in scripting.
You need to make scripts which say: if one player has less than or equal to N $ (the values out of the multiplayer.ini corresponding to each techlevel) of cash, then dis-/allow the specific units/structures.

It might be possible to make clear what the cash values mean: eg by really typing in "1,2,3,4 ..." as cash amaount for each tech level and then providing the rest of money to the players as soon as the game starts. Then you could modify the wnd-file corresponding to the skirmish menu and make a new string called "Techlevel" that you can place in top of the combobox with the cash values.

It's the only way I can think of.
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Old 11-04-2006, 02:42 PM   #8 (permalink)
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I'm sorry guys, im busy with school and work, I really don't have time to complete the mod at this moment. If I can find some free time I might continue working on it. I don't really play games and stuff now, don't even have Gen installed. I'm sorry for the inconvenience, but thank you for your interest in the mod.

btw: The normal Generals version in completed.
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