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

Forum Info
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842

Administrators:
DeeZire, Redemption

There are currently 35 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements

DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Coding Mistakes and useless things in inis by EA Games

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

Reply
 
LinkBack Thread Tools
Old 07-14-2008, 10:25 PM   #51 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

The Strategy centres draw modules can be tidied up a lot by deleting away all the useless SNOW NIGHT DAMAGED etc states for the bits that don't have different models for those states (the gun, radar aerials, etc). Just delete away all of those states and add:
IgnoreConditionStates = NIGHT SNOW DAMAGED REALLYDAMAGED RUBBLE

Also, the AIUpdateInterface does not need the NaturalTurretAngle = -90 line as the turret is not pointing backwards normally.

Also, this, and many many other objects have in the AI module the C style comment marker // which is not recognised in Generals ini files. The only reason that does not crash the game is that after reading the valid part of the code at the front of those lines, the game then ignores anything else you write on the same line, even if you don't add a comment marker before it. That is also why you see 100.0f in the ambulance heal modules, the "f" is ignored.

If you try and put // by itself on a new line, it will crash the game.
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-15-2008, 03:02 PM   #52 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

This thread reports that the battlemaster has no tread animation

http://www.deezire.net/forums/genera...animation.html
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-15-2008, 07:08 PM   #53 (permalink)
Senior Member
 
Join Date: Aug 2004
Location: Philippines
Posts: 452
Send a message via MSN to IraqiPeopleRocks Send a message via Yahoo to IraqiPeopleRocks
Default

The model itself had no tread animation. Also, Have anyone noticed the Scorpion dies using the USA Pow truck's debris?

The models are inside ZH, Its just unused.
IraqiPeopleRocks is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-15-2008, 07:30 PM   #54 (permalink)
Senior Member
 
Join Date: Aug 2004
Location: Philippines
Posts: 452
Send a message via MSN to IraqiPeopleRocks Send a message via Yahoo to IraqiPeopleRocks
Default

Double post (CURSETH LACK OF EDIT BUTTON)

I just noticed the sneak attack. Globally, All the sneak attacks have a AI module complete with the turret code. Not sure if its there to have a "purpose" or EA just left it behind.
IraqiPeopleRocks is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-15-2008, 09:48 PM   #55 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

The sneak attack tunnels have a dummy weapon which is why they need the turret code. The dummy weapon does very little damage, but it serves to alert the AI units guarding inside the tunnel that the tunnel is attacking enemies, and therefore they all come out to join in the fight.

PS: AIupdate modules search for targets within the object's vision range or it's weapon range, whichever is smaller. So the dummy tunnel network gun lets the sneak attack tunnel tell AI teams inside it to attack enemies within 175 distance. This is useful for when the AI uses the sneak attack and fires at your highest cost area - probably near buildings. The AI module should have AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS so that it attacks buildings.

Last edited by beng; 07-15-2008 at 09:55 PM..
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-15-2008, 10:21 PM   #56 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

There are a lot of sounds with no sound defined, i think like turret move loop sounds.

In SoundEffects.ini see for example StrategyCenter_BombardmentPlanUnpackSound, and all the strategy centre sounds following it, they have no sounds, which is why the strategy centre is so quiet when you change battle plans.

If you have some software that can do regular expression search, search for all the lines with = and then some white space or enter end of line, without any words after the =
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-15-2008, 11:34 PM   #57 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Post

Infantry general's mini gunners have no fireFX bones for their anti air weapon, so they shoot from their feet at aircraft.

All the scud storm buildings have very badly done Draw modules. In the snow and night states, some bits like the flag or the canvas roof will appear and disappear depending on the damage state. This fixes them:

Code:
  ;---- Blinking Red light in middle -----
  Draw = W3DModelDraw ModuleTag_02
    IgnoreConditionStates = NIGHT SNOW DAMAGED REALLYDAMAGED
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model         = UBScudStrm_A5
      Animation     = UBScudStrm_A5.UBScudStrm_A5
      AnimationMode = MANUAL
      Flags         = START_FRAME_FIRST
    End

    ConditionState = PREATTACK_A ATTACKING
      Model         = UBScudStrm_A5
      Animation     = UBScudStrm_A5.UBScudStrm_A5
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST
    End

    ConditionState = ATTACKING
      Model         = UBScudStrm_A5
      Animation     = UBScudStrm_A5.UBScudStrm_A5
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST
    End

    ConditionState = SOLD
      Model        = NONE
    End
    AliasConditionState = AWAITING_CONSTRUCTION
    AliasConditionState = RUBBLE

    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Flags        = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

  End

  ;------ Canvas roof and aerial -----
  Draw = W3DModelDraw ModuleTag_03
    IgnoreConditionStates = NIGHT SNOW
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model         = UBScudStrm_A6
      Animation     = UBScudStrm_A6.UBScudStrm_A6
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    ConditionState =  DAMAGED
      Model         = UBScudStrm_DA6
      Animation     = UBScudStrm_DA6.UBScudStrm_DA6
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    ConditionState =  REALLYDAMAGED
      Model         = UBScudStrm_EA6
      Animation     = UBScudStrm_EA6.UBScudStrm_EA6
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    AliasConditionState = RUBBLE

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = UBScudStrm_A6
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = UBScudStrm_DA6
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = UBScudStrm_EA6
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE

    ConditionState       = SOLD
      Model              = NONE
    End
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD RUBBLE
    AliasConditionState  = AWAITING_CONSTRUCTION
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION RUBBLE

  End

  ;----- GLA Flag -----
  Draw = W3DModelDraw ModuleTag_04
    IgnoreConditionStates = NIGHT SNOW PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model         = UBScudStrm_F
      Animation     = UBScudStrm_F.UBScudStrm_F
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    ConditionState =  DAMAGED
      Model         = UBScudStrm_DF
      Animation     = UBScudStrm_DF.UBScudStrm_DF
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    ConditionState =  REALLYDAMAGED
      Model         = UBScudStrm_EF
      Animation     = UBScudStrm_EF.UBScudStrm_EF
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    AliasConditionState = RUBBLE

    ConditionState      = SOLD
      Model             = NONE
    End
    AliasConditionState = SOLD DAMAGED
    AliasConditionState = SOLD REALLYDAMAGED
    AliasConditionState = SOLD RUBBLE
    AliasConditionState = AWAITING_CONSTRUCTION
    AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION RUBBLE

  End
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-16-2008, 11:48 AM   #58 (permalink)
Senior Member
 
Join Date: Aug 2004
Location: Philippines
Posts: 452
Send a message via MSN to IraqiPeopleRocks Send a message via Yahoo to IraqiPeopleRocks
Default

Quote:
Originally Posted by beng View Post
Infantry general's mini gunners have no fireFX bones for their anti air weapon, so they shoot from their feet at aircraft.

All the scud storm buildings have very badly done Draw modules. In the snow and night states, some bits like the flag or the canvas roof will appear and disappear depending on the damage state. This fixes them:

Code:
  ;---- Blinking Red light in middle -----
  Draw = W3DModelDraw ModuleTag_02
    IgnoreConditionStates = NIGHT SNOW DAMAGED REALLYDAMAGED
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model         = UBScudStrm_A5
      Animation     = UBScudStrm_A5.UBScudStrm_A5
      AnimationMode = MANUAL
      Flags         = START_FRAME_FIRST
    End

    ConditionState = PREATTACK_A ATTACKING
      Model         = UBScudStrm_A5
      Animation     = UBScudStrm_A5.UBScudStrm_A5
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST
    End

    ConditionState = ATTACKING
      Model         = UBScudStrm_A5
      Animation     = UBScudStrm_A5.UBScudStrm_A5
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST
    End

    ConditionState = SOLD
      Model        = NONE
    End
    AliasConditionState = AWAITING_CONSTRUCTION
    AliasConditionState = RUBBLE

    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Flags        = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

  End

  ;------ Canvas roof and aerial -----
  Draw = W3DModelDraw ModuleTag_03
    IgnoreConditionStates = NIGHT SNOW
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model         = UBScudStrm_A6
      Animation     = UBScudStrm_A6.UBScudStrm_A6
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    ConditionState =  DAMAGED
      Model         = UBScudStrm_DA6
      Animation     = UBScudStrm_DA6.UBScudStrm_DA6
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    ConditionState =  REALLYDAMAGED
      Model         = UBScudStrm_EA6
      Animation     = UBScudStrm_EA6.UBScudStrm_EA6
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    AliasConditionState = RUBBLE

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = UBScudStrm_A6
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = UBScudStrm_DA6
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = UBScudStrm_EA6
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE

    ConditionState       = SOLD
      Model              = NONE
    End
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD RUBBLE
    AliasConditionState  = AWAITING_CONSTRUCTION
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION RUBBLE

  End

  ;----- GLA Flag -----
  Draw = W3DModelDraw ModuleTag_04
    IgnoreConditionStates = NIGHT SNOW PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model         = UBScudStrm_F
      Animation     = UBScudStrm_F.UBScudStrm_F
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    ConditionState =  DAMAGED
      Model         = UBScudStrm_DF
      Animation     = UBScudStrm_DF.UBScudStrm_DF
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    ConditionState =  REALLYDAMAGED
      Model         = UBScudStrm_EF
      Animation     = UBScudStrm_EF.UBScudStrm_EF
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    AliasConditionState = RUBBLE

    ConditionState      = SOLD
      Model             = NONE
    End
    AliasConditionState = SOLD DAMAGED
    AliasConditionState = SOLD REALLYDAMAGED
    AliasConditionState = SOLD RUBBLE
    AliasConditionState = AWAITING_CONSTRUCTION
    AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION RUBBLE

  End
Don't forget the minigunners also uses the wrong soundfx when firing to the air.

Also, neat! One thing i noticed though is; The "lights" on Module_Tag02 starts frozen until the scud actually fires, Shouldn't that blink from the start? On the "canvas an aerials", The thing disappears when sold, shouldn't that use a AliasCondtionState instead? Same goes to the Flags.

Last edited by IraqiPeopleRocks; 07-16-2008 at 12:00 PM..
IraqiPeopleRocks is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-18-2008, 10:23 AM   #59 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default A Shrubbery problem

In ZH they have made most trees unable to be damaged except by being run over by vehicles. The only trees that can be burnt or knocked down by a nuclear explosion are the palm trees.

However, they incompletely modified several shubbery objects, which means that they cannot be destroyed, but yet still have most of the modules that the can be destroyed trees have, which means they use as much CPU resources for nothing. They should either be converted to indestructible trees, or into the Generals style flammable trees.

These objects are: TreeFir01B, TreeCherryBlossom01, TreeCherryBlossom02, TreeSpruceStump

To change them into flammable trees, repace their draw module with the one from the Generals ini file, and delete OPTIMIZED_TREE from their KindOf.

TreeSpruceStump is a special case, it is the stump from fallen non-optimized trees. To make it able to die and go away, change the draw module to the one from the Generals version of the same object, delete OPTIMIZED_TREE from the KindOf, and change Highlander to Active body. You may also want to put a delay of some seconds in the LifetimeUpdate.

If you want to make more trees flammable, replace teir draw modules with the ones from Generals, and make them reskins of the generic tree rather than the generic optimized tree.

Last edited by beng; 07-18-2008 at 10:29 AM..
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-18-2008, 09:06 PM   #60 (permalink)
Senior Member
 
Join Date: Aug 2004
Location: Philippines
Posts: 452
Send a message via MSN to IraqiPeopleRocks Send a message via Yahoo to IraqiPeopleRocks
Default

Tiny bug (i guess this is an EA inside joke):
All of China's supply truck have a small mass amount. So in the end, when a weapon with a shockwave shoots it. It flys to orbit and when it comes down, it has little or no damage at all.

To change it, Find the "PhysicsBehavior" of the Chinese supply truck and change the mass from 5.0 to anything, 50 is the desirable amount. Now, when it get shot, it won't go to orbit real fast and when it comes down; theres a chance it would die.
IraqiPeopleRocks 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



All times are GMT -4. The time now is 09:44 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.