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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 01-29-2008, 02:11 AM   #11 (permalink)
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I just noticed that there is an armorupgrade module but no upgraded armorset, so change the armorset to this:
Code:
  ArmorSet
    Conditions        = None
    Armor             = BattleBusStructureArmorTough
    DamageFX          = StructureDamageFXNoShake
  End

  ArmorSet
    Conditions        = PLAYER_UPGRADE
    Armor             = BattleBusStructureArmorToughPlusTwo
    DamageFX          = StructureDamageFXNoShake
  End
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Old 01-29-2008, 02:28 AM   #12 (permalink)
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Also, on further reflection, i think you should change the weaponset to this:
Code:
  WeaponSet
    Conditions          = None
    Weapon              = PRIMARY AvengerTargetDesignator
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon              = SECONDARY GattlingBuildingGunAirDummy
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
    PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
  End
This will make the tank inside fire faster at ground targets, and if it is a gattling tank, acquire air targets faster.
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Old 01-29-2008, 02:48 AM   #13 (permalink)
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Also, here is the code for the suggestions i made about the point defense laser and the speaker behaviour, and also an autoheal when you have blue mines, and a stealth detector behavior, add it to the bottom of the object code, below the last module :
Code:
  Behavior = PointDefenseLaserUpdate ModuleTag_PDL
    WeaponTemplate        = SupW_PointDefenseDroneLaserWeapon
    PrimaryTargetTypes    = PROJECTILE
    SecondaryTargetTypes  = INFANTRY
    ScanRate              = 60
    ScanRange             = 90.0
    PredictTargetVelocityFactor = 3.0
  End

  Behavior = PropagandaTowerBehavior ModuleTag_Pgda
    Radius                = 100.0
    DelayBetweenUpdates   = 2000
    HealPercentEachSecond = 1%
    PulseFX               = FX_OverlordPropagandaTowerPropagandaPulse
    UpgradeRequired       = Upgrade_ChinaSubliminalMessaging
    UpgradedHealPercentEachSecond = 2%
    UpgradedPulseFX       = FX_OverlordPropagandaTowerSubliminalPulse
  End

  Behavior = AutoHealBehavior ModuleTag_Repair
    HealingAmount = 7
    HealingDelay = 1000
    StartHealingDelay = 2100
    TriggeredBy = Upgrade_ChinaEMPMines
  End

  Behavior = StealthDetectorUpdate ModuleTag_SDU
    DetectionRate   = 500
    DetectionRange  = 150    
    CanDetectWhileGarrisoned  = Yes
    CanDetectWhileContained   = Yes
  End
And to reflect the upgrades that affect it, you should add at the top, above the Draw module:
Code:
  UpgradeCameo1 = Upgrade_ChinaEMPMines
  UpgradeCameo2 = Upgrade_ChinaSubliminalMessaging

Last edited by beng; 01-29-2008 at 03:03 AM.
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Old 01-31-2008, 08:55 PM   #14 (permalink)
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WorldBuilder is giving me error messages about the Tank Bunker coding. After I ignore the messages, WorldBuilder will not start. What do I do?
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Old 02-02-2008, 12:09 PM   #15 (permalink)
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That probably means there is a fault in the mod code. What does the error say?
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Old 02-02-2008, 08:31 PM   #16 (permalink)
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In the Line "KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT STICK_TO_TERRAIN_SLOPE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE TRANSPORT ;IMMOBILE", there was a ; before the word IMMOBILE. As a result, WorldBuilder complained that ChinaTankBunker didn't have the word IMMOBILE (since it was read as a comment), but should have. I removed the semicolon and WorldBuilder worked. That was the only flaw.
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Old 02-02-2008, 11:05 PM   #17 (permalink)
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I now have a dilemma on my hands. If I take out the ; from the line "KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT STICK_TO_TERRAIN_SLOPE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE TRANSPORT ;IMMOBILE", then tanks no longer appear inside the bunker, but WorldBuilder starts normally. On the other hand, if I leave the ; in, tanks DO enter the bunker, but WorldBuilder will give me error messages: "Structure Tank_ChinaTankBunker is not marked immobile, but probably should be --- please fix it." and "item Tank_ChinaTankBunker is marked STICK_TO_TERRAIN_SLOPE but not IMMOBILE --- please fix it."
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Old 02-03-2008, 08:47 AM   #18 (permalink)
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Just click on IGNORE when Worldbuilder complains about that. If it then crashes, then comment out the STICK to terrain slope as well.
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