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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 07-21-2007, 08:41 PM   #1 (permalink)
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Default Modding doesn't work

Whenever I mod the .INI files and try loading Generals (vanilla), I get a technical error and a CTD.

Happens every time, regardless of what I mod.

Zero Hour is fine, but vanilla Generals is touchy as hell. I hate it. Why is it such a bich of a game to mod? Zero Hour's fine... odd...
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Old 08-27-2007, 02:23 PM   #2 (permalink)
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I've modded Vanilla generals just fine without problems. Im my personal mod I've got double barreled paladins & Crusaders. I even added the mammoth tank in. All you need is patience.
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Old 01-07-2008, 04:06 PM   #3 (permalink)
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You can mod Generals fine. However Generals and Generals WorldBuilder cannot parse and debug ini file errors and Generals seems more tolerant of mod errors. For example Generals will let you run mods that have duplicate ModuleTags in the same object, but the game will then crash unexpectedly or saved games will not reload because of the coding error.

Also note that there are coding differences between ZH and Generals, for example in Generals, units can have in their audio parameters, a line saying VoiceDie. In Zero Hour you cannot have this line. Instead Zero Hour calls FX_Lists when the unit dies and the FX lists play the death voices. And the particle systems in Generals have some parameters that the particle systems in Zero Hour cannot have. And Draw modules in ZH can take a ParticlesAttachedToAnimatedBones = Yes line, but this will crash the game in Generals. ANd in ZH MissileAIUpdate can take a DetonateCallsKill line, but this will crash Generals. In ZH TransportContain can take WeaponBonusPassedToPassengers (see Humvee), but not in Generals.

So you cannot just copy some code from ZH into a Generals mod and vice versa. You have to check it to see if it is done properly for Generals or for ZH.
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