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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 04-03-2003, 03:57 PM   #1 (permalink)
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Default Invalid Cursor on New Superweapons

I am trying to clone the Artillary Barrage and everything works except for the actual weapon all I get when I click to use it is a Invalid Cursor and I ant ever fire it, what causes that ?
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Old 04-03-2003, 04:06 PM   #2 (permalink)
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Default

The lack of a simple piece of code to enable new (or just customized SWs with other names):

Quote:
Object GLABarracks

AddModule
Behavior = OCLSpecialPower ModuleTag_88
SpecialPowerTemplate = SuperweaponTerrorCell
OCL = SUPERWEAPON_TerrorCell
CreateLocation = CREATE_AT_LOCATION
End
End

End
Note, this is an EXAMPLE of how it should be defined. Just change the stuff to suit your own SW names and off course, the name of the building you want it to be enabled for.

HOWEVER, only use this code in a MAP.INI!!!

If you want it enabled for the command center, you can work around the map.ini, by using the code like this:

Quote:
Behavior = OCLSpecialPower ModuleTag_88
SpecialPowerTemplate = SuperweaponTerrorCell
OCL = SUPERWEAPON_TerrorCell
CreateLocation = CREATE_AT_LOCATION
End
Make sure that it is used somewhere at the end of the comm center code (otherwise you would have to change the moduletag most likely), just before the actual code to define the comm center ends (just place the code in there! ).

I haven't been able to add this code to other buildings without using the map.ini way. Somehow, it causes a crash....Perhaps it needs a little bit more...Like I said before, I'll try it later to see if I can get it to work for other buildings using diff methods....First though, I have to get me some Chinook to drop infantry on the ground using a genius way....if it works, it'll be genius that is...
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Old 04-04-2003, 04:06 PM   #3 (permalink)
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my new superweapon is a Generals Upgrade weapon like the EMP, so does it work the same way???
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Old 04-04-2003, 04:45 PM   #4 (permalink)
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yes it does
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