logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,537
Total Threads: 8,627
Posts: 94,210

Administrators:
DeeZire, Redemption

There are currently 119 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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

Reply
 
LinkBack Thread Tools
Old 06-26-2007, 07:39 PM   #1 (permalink)
Super Moderator
 
BlueLightning2K6's Avatar
 
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it, due to George Bush and his idiot administration.
Posts: 123
Default Adding Oil Derricks to each Side

How do I add a Tech Oil Derrick to each general in Zero Hour?
__________________
I am not BlueLightning2K6 anymore. I have evolved. The name is now BlueGalactic.
BlueLightning2K6 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-27-2007, 02:17 PM   #2 (permalink)
Senior Member
 
Join Date: Dec 2002
Posts: 338
Default

Do you mean on the map or in a mod where you can build and Oil Derrick ?

Thats not a bad idea.
adamstrange is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-27-2007, 03:48 PM   #3 (permalink)
Super Moderator
 
BlueLightning2K6's Avatar
 
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it, due to George Bush and his idiot administration.
Posts: 123
Default

Quote:
Originally Posted by adamstrange";p=&quot View Post
Do you mean on the map or in a mod where you can build and Oil Derrick ?

Thats not a bad idea.
In a mod. I already know how to add oil derricks using WorldBuilder. I want to know how to code the derrick into the CommandSet.INI file, a generic faction file (in the Objects folder)and the CommandButton.INI file because when I try to add it on my own, I get an error message when the game starts. Here is the code for the Tech Oil Derrick in the TechBuildings.INI file:

Object TechOilDerrick
SelectPortrait = SSTechOilDerrick_L
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ZBODerrick
End
ConditionState = CAPTURED
Model = ZBODerrick
Animation = ZBODerrick.ZBODerrick
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ZBODerrick_D
End
ConditionState = DAMAGED CAPTURED
Model = ZBODerrick_D
Animation = ZBODerrick_D.ZBODerrick_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = ZBODerrick_E
End
ConditionState = REALLYDAMAGED CAPTURED
Model = ZBODerrick_E
Animation = ZBODerrick_E.ZBODerrick_E
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = ZBODerrick_R
End
ConditionState = NIGHT
Model = ZBODerrick_N
End
ConditionState = NIGHT CAPTURED
Model = ZBODerrick_N
Animation = ZBODerrick_N.ZBODerrick_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ZBODerrick_DN
End
ConditionState = DAMAGED NIGHT CAPTURED
Model = ZBODerrick_DN
Animation = ZBODerrick_DN.ZBODerrick_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED NIGHT
Model = ZBODerrick_EN
End
ConditionState = REALLYDAMAGED NIGHT CAPTURED
Model = ZBODerrick_EN
Animation = ZBODerrick_EN.ZBODerrick_EN
AnimationMode = LOOP
End
ConditionState = NIGHT RUBBLE
Model = ZBODerrick_R
End
ConditionState = SNOW
Model = ZBODerrick_S
End
ConditionState = SNOW CAPTURED
Model = ZBODerrick_S
Animation = ZBODerrick_S.ZBODerrick_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ZBODerrick_DS
End
ConditionState = DAMAGED SNOW CAPTURED
Model = ZBODerrick_DS
Animation = ZBODerrick_DS.ZBODerrick_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED SNOW
Model = ZBODerrick_ES
End
ConditionState = REALLYDAMAGED SNOW CAPTURED
Model = ZBODerrick_ES
Animation = ZBODerrick_ES.ZBODerrick_ES
AnimationMode = LOOP
End
ConditionState = SNOW RUBBLE
Model = ZBODerrick_RS
End
ConditionState = SNOW NIGHT
Model = ZBODerrick_NS
End
ConditionState = SNOW NIGHT CAPTURED
Model = ZBODerrick_NS
Animation = ZBODerrick_NS.ZBODerrick_NS
AnimationMode = LOOP
End
ConditionState = SNOW NIGHT DAMAGED
Model = ZBODerrick_DNS
End
ConditionState = SNOW NIGHT DAMAGED CAPTURED
Model = ZBODerrick_DNS
Animation = ZBODerrick_DNS.ZBODerrick_DNS
AnimationMode = LOOP
End
ConditionState = SNOW NIGHT REALLYDAMAGED
Model = ZBODerrick_ENS
End
ConditionState = SNOW NIGHT REALLYDAMAGED CAPTURED
Model = ZBODerrick_ENS
Animation = ZBODerrick_EN.ZBODerrick_ENS
AnimationMode = LOOP
End
ConditionState = SNOW NIGHT RUBBLE
Model = ZBODerrick_RS
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ZBODerrick_F
Animation = ZBODerrick_F.ZBODerrick_F
AnimationMode = LOOP
End
AliasConditionState = DAMAGED
ConditionState = REALLYDAMAGED
Model = ZBODerrick_FE
Animation = ZBODerrick_FE.ZBODerrick_FE
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = None
End
End
Draw = W3DModelDraw ModuleTag_LightingAnimations
AnimationsRequirePower = No
DefaultConditionState
Model = ZBODerrick_A1
Animation = ZBODerrick_A1.ZBODerrick_A1
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ZBODerrick_A1D
Animation = ZBODerrick_A1D.ZBODerrick_A1D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = ZBODerrick_A1E
Animation = ZBODerrick_A1E.ZBODerrick_A1E
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = NONE
End
End
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
DisplayName = OBJECT:TechOilDerrick
EditorSorting = STRUCTURE
ShroudClearingRange = 100
KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
InitialHealth = 2000.0
End
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
Behavior = AutoDepositUpdate ModuleTag_04
DepositTiming = 1200
DepositAmount = 200
InitialCaptureBonus = 1000
UpgradedBoost = UpgradeType:Upgrade_AmericaSupplyLines Boost:20
End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 20
FlameDamageExpiration = 2000
AflameDuration = 5000
AflameDamageAmount = 25
AflameDamageDelay = 500
End
Behavior = FXListDie ModuleTag_07
DeathFX = WeaponFX_BombTruckDefaultBombDetonation
End
Behavior = TransitionDamageFX ModuleTag_08
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Behavior = TechBuildingBehavior ModuleTag_09
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_BuildingDie
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 23.0
GeometryMinorRadius = 21.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
__________________
I am not BlueLightning2K6 anymore. I have evolved. The name is now BlueGalactic.
BlueLightning2K6 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-17-2007, 11:55 PM   #4 (permalink)
Super Moderator
 
BlueLightning2K6's Avatar
 
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it, due to George Bush and his idiot administration.
Posts: 123
Default

To make things easier, I could just add the DepositAmount and DepositTiming codes to a Supply Center and convert it into a derrick, as follows:

Behavior = AutoDepositUpdate ModuleTag_04
DepositTiming = 1200
DepositAmount = 200
End.
__________________
I am not BlueLightning2K6 anymore. I have evolved. The name is now BlueGalactic.
BlueLightning2K6 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-18-2007, 08:01 AM   #5 (permalink)
Member
 
Join Date: Mar 2007
Location: Iowa, USA
Posts: 58
Send a message via MSN to =ARSF=Thumpit
Default

Works like a charm, love it, Thank Blue!
=ARSF=Thumpit is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-20-2007, 05:21 PM   #6 (permalink)
Super Moderator
 
BlueLightning2K6's Avatar
 
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it, due to George Bush and his idiot administration.
Posts: 123
Default

I recall in the mod Boss Generals, the developers gave a similar feature to each "BOSS" Command Center.
__________________
I am not BlueLightning2K6 anymore. I have evolved. The name is now BlueGalactic.
BlueLightning2K6 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-07-2008, 08:14 PM   #7 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 188
Default

If you still ant to make buildable oil derricks, here's what you can try:

Make a command button based on one of the command buttons used by dozers to build buildings, just copy and paste it's code, change the button name, change the object being built to the oil derrick object, and make any changes you want to the strings and button image.

Add the command button to the dozer command set.

Add the dozer command set to the dozer object.


Edit the oil derrick object to make the following changes:

Edit the draw module and add conditionstates for the awaiting construction, actively being constructed, and SOLD states, just see the draw modules in any of the buildable buildings for examples of them.

If you like you can also add extra draw modules for scaffolding and fences and cranes, use the scaffolding from an object of a similar size to the oil derrick, say a GLA stinger site or nuke_chinapowerplant.

Add BuildCost and BuildTime and Buildable = Yes lines to the oil derrick object.

If you like, give it PreRequisites (see any buildable building).

At the bottom of the object code, below the Geometry and shadow, add:
BuildCompletion = PLACED_BY_PLAYER
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-02-2008, 08:51 PM   #8 (permalink)
Super Moderator
 
BlueLightning2K6's Avatar
 
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it, due to George Bush and his idiot administration.
Posts: 123
Default

Thanks for the help, beng.
BTW: I downloaded your laser mod and played it. There were some interesting features in it (faster dozers, a teleporting bunker, and laser pods for comanches).
Speaking of derricks, I am interested in the Mental Omega mod for C&C Yuri's Revenge (Mental Omega: Almost Perfect Yuri's Revenge). There were some buildings that generated income (version 1.2), but they were removed in 2.0c.

Last edited by BlueLightning2K6; 03-02-2008 at 08:56 PM.
BlueLightning2K6 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-02-2008, 09:21 PM   #9 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 188
Default

I haven't got Yuri's revenge installed at the moment so i can't comment on that. As for the teleporting bunker, it is more like a teleporting tunnel network. I got the idea from science fiection films and books (Dr Who amongst others).

The idea behind teleporting in Star Trek etc is that the teleporter machine scans your molecular structure and sends the information to a machine elsewhere which then reconstructs an exact copy of you. The first machine then destroys you so the new copy becomes you in a new place.

Some bugs can happen, literally, if bugs get into the machine, like in the movie The Fly, when a fly is teleported together with a human and the machine on the destination side mixes the two together to make a half-fly half-human result. Another possible bug is if the machine at the source fails to delete the original, then you would get duplicates.

However the teleporting thing in my mod is less like Star Trek and more like the Tardis in Dr Who, from which it takes it's name.
TARDIS - Wikipedia, the free encyclopedia
Whereas Dr Who's TARDIS looks like a 1950's London Police Box, the one in my mod looks like a portable toilet. It is bigger on the inside than on the outside which is how even tanks and big vehicles can fit into it.
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-02-2008, 09:43 PM   #10 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 188
Default

There are many ways to generate money. See here:
Money Manking American Night Club - Cncmaps Map Editing Forums
For a map.ini mod and single player map in which America can build the Night Club. You send your GIs there on RnR and they will spend loads of cash there which you can then pump back into the war effort. They also gain experience and become bigger and bigger spenders the more time they spend in there, so it is a good way to train up hordes of veteran infantry.

Basically the night club behaves like an internet center and the infantry get the HackerAIupdate.

Note that if you select the building and press S to stop (like if you want them to stop shooting at something), the infantry inside will stop spending money, so you have to exit them and garrison them in it again to restart their spending.



Another way which will get you money fast is to be able to spawn new supplies for your harvesters (workers, chinooks, supply trucks) to collect. I am working on a mod in which there is one such building, which can be built by the China Nuke General. The build tech tree is War Factory > Uranium mine > Uranium Ore Enrichment Factory.

You can download a preview version of the mod here:
Beng's Demo General Mod - Cncmaps Map Editing Forums

On the dozer you need to press the switch command sets button (like on the GLA worker) to get the buttons for the new buildings as there were not enough slots on the command set for them.

The Ore enrichment factory makes enriched uranium that is then barter traded on the global black market in exchange for supplies. Play generals challegne or skirmish as Nuke, and tech up in that order to see the building.

In coding terms, the Ore enrichment factory object has an OCLSpecialPower module that is triggered by an object level upgrade. This upgrade is in turn removed by another upgrade so that it can be bought again and again (see the method used by the GLA worker to switch between command sets).

The OCL spawns a temporary object which has a GenerateMineField behavior (see the cluster mines bomb for an example of how this works with objects that generate minefields when they die). The minefield is not made of mines but of supply piles.

Oh, and as for the uranium mine in that mod, the miners inside are able to dig through the earth from China and emerge on the other side of the earth, thus enableing your units to pop out somewhere else (ie it is a tunnel network with built-in sneak attack power).

The mod includes my laser general mod and Demo general mods. It is not finished yet and there are a few bugs i need to fix, like the nuke general's minigunners acidentally affecting themselves with the negative frenzy bullets that make them have less range and slower firing.

Last edited by beng; 03-02-2008 at 09:50 PM.
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Oil derricks shane Red Alert 2 & Yuri's Revenge Editing 4 03-03-2008 08:32 PM
Adding new General Powers to each side Fezwald Generals & Zero Hour Editing 6 07-08-2006 03:10 PM
AI not taking over Oil Derricks or Buildings in Generals. DAS Map Authoring 3 07-04-2006 03:10 PM
AI not capturing oil derricks in Zero Hour Beeone Map Authoring 4 07-03-2006 05:53 PM
Adding a new side Granger Generals & Zero Hour Editing 5 05-18-2004 04:54 PM


All times are GMT -4. The time now is 07:03 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.