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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 05-15-2008, 07:11 PM   #1 (permalink)
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Default Upgrades

Where are the actual upgrades? I want to make an upgrade called taxes which when you upgrade the supply center generates $200 per sec or something along those lines. I have put the upgrade module in the supply center ini code and i have made the command button and command set for it i also put this in the upgrade
Code:
Upgrade Upgrade_Taxes
  DisplayName        = UPGRADE:Taxes
  BuildTime          = 30.0
  BuildCost          = 800
  ResearchSound      = ChinookVoiceUpgradeSupplyLines
  ButtonImage        = SAsupplyline
End
disregard the supplyline refrence and the chinook voice

here is the supply center code
Code:
 ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SupplyCenter
  Side             = America
  EditorSorting    = STRUCTURE
  Prerequisites
    Object = AmericaPowerPlant
  End


  BuildCost        = 2000
  RefundValue      = 400 ; With nothing (or zero) listed, we sell for half price. 
  BuildTime        = 10.0           ; in seconds
  EnergyProduction = -1
  CommandSet       = AmericaSupplyCenterCommandSet
  VisionRange      = 200.0           ; Shroud clearing distance
  ShroudClearingRange = 200
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect = SupplyCenterUSASelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority       = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER
  Body                = StructureBody ModuleTag_05
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 2200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
  Behavior = SupplyCenterCreate ModuleTag_06
    ;nothing
  End
  Behavior = DestroyDie ModuleTag_07
    ;nothing
  End
  Behavior             = CreateObjectDie ModuleTag_08
    CreationList  = OCL_AmericanRangerDebris03
    ExemptStatus  = UNDER_CONSTRUCTION
  End
  Behavior = ProductionUpdate ModuleTag_09
    ; nothing
  End
  Behavior = SupplyCenterProductionExitUpdate ModuleTag_10
    UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
    NaturalRallyPoint = X: 44.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  End
  Behavior = BaseRegenerateUpdate ModuleTag_11
    ;No data
  End 
  Behavior            = SpawnBehavior ModuleTag_12
    SpawnNumber       = 1
    SpawnReplaceDelay = 9999
    SpawnTemplateName = AmericaVehicleChinook
    OneShot           = Yes
    CanReclaimOrphans = No
    SlavesHaveFreeWill = Yes
  End

  Behavior              = AutoDepositUpdate ModuleTag_19
    DepositTiming       = 12000  ; in milliseconds
    DepositAmount       = 200    ; cash amount to deposit every Deposit Timings
    InitialCaptureBonus = 1000   ;capture bonus only happens once
    TriggeredBy = upgrade_Taxes
  End

  Behavior = SupplyCenterDockUpdate ModuleTag_13
    NumberApproachPositions = 9 ; There are 9 approach bones in the art
  End

  Behavior = FlammableUpdate ModuleTag_15
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior             = CreateObjectDie ModuleTag_16
    CreationList  = OCL_LargeStructureDebris
  End
  Behavior             = FXListDie ModuleTag_17
    DeathFX       = FX_StructureSmallDeath
  End

  Behavior = CommandSetUpgrade ModuleTag_20
    CommandSet = AmericaSupplyCenterCommandSetUpgrade
    TriggeredBy = Upgrade_Taxes
  End

  Behavior = TransitionDamageFX ModuleTag_18
    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
    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
  
  Geometry            = BOX
  GeometryMajorRadius = 44.0
  GeometryMinorRadius = 45.0
  GeometryHeight      = 24.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End
if any one can help with this it would be great.
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Old 05-16-2008, 06:26 AM   #2 (permalink)
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If it is like taxes then what are the things being taxed? Might it not be easier to just edit the Chinook's AI module to increase the cash bonus with supply line upgrade? The you will get more case per docking at supply center.

If you want the supply center itself to generate cash then you can use the oil derrick/ black market method but that cannot be turned on by an upgrade, it is always on.

If you want it to be turned on by an upgrade then you have to make a new object that generates cash using the black market method, give the supply center a garrison contain module to contain it (best limit it using allow inside kindof to only allow that object, so give that object an unusual kindof like LOW_OVERLAPPABLE so that you can't garrison other things in the supply center), and then have the upgrade OCL the new object inside the supply center in the manner of the overlord upgrades.
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Old 05-16-2008, 06:44 AM   #3 (permalink)
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Another way to do it is give the supply center a hacker AI module but not the command for internet hacking, then use the upgrade to do a commandsetupgrade to give the player the command to hack internet.

And yet another way, which will annoy the enemy, is give the supply center the cash hack module from Lotus, give it ultra long range, and give it persistent prep time (see the hacker module that jams buildings) so it never stops hacking, then it can "tax" the enemy supply center. Again, use commandset upgrade to require an upgrade to enable it.

Last edited by beng; 05-16-2008 at 06:49 AM..
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Old 05-17-2008, 01:07 PM   #4 (permalink)
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Quote:
Originally Posted by beng View Post
Another way to do it is give the supply center a hacker AI module but not the command for internet hacking, then use the upgrade to do a commandsetupgrade to give the player the command to hack internet.

And yet another way, which will annoy the enemy, is give the supply center the cash hack module from Lotus, give it ultra long range, and give it persistent prep time (see the hacker module that jams buildings) so it never stops hacking, then it can "tax" the enemy supply center. Again, use commandset upgrade to require an upgrade to enable it.

hehehe thats evil and fun..
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Old 05-18-2008, 03:16 AM   #5 (permalink)
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If you want to use the Lotus method, then you may need KindOf = CAN_ATTACK and also some kind of AI module (i'd use the hacker AI so you can also do internet hack), and in the special power module you need ApproachRequiresLOS = No (see helix bombing modules).
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Old 05-18-2008, 10:26 AM   #6 (permalink)
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Default Parasitic Supply Center. I like it!

Quote:
Originally Posted by Phantom139 View Post
hehehe thats evil and fun..
I have been looking for ways to cheat the AI in Generals. Sapping them of their money using a Supply Center version of Cash Hack is the evilest method I ever heard of. Muhahaha!
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Old 05-18-2008, 07:23 PM   #7 (permalink)
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Here, i made a single player mission to demonstrate how it works:
CnCMaps Map Editing Forums -> Download Manager
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Old 05-18-2008, 09:35 PM   #8 (permalink)
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it says that the file is not available
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Old 05-19-2008, 07:34 AM   #9 (permalink)
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Try again i just checked and the file is available.
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