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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
04-04-2003, 09:20 AM
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#1 (permalink)
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Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 38
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Copy a unit from UnitFaction to map.ini
How do I copy something from UnitFaction.ini to a map.ini?
(I know CTRL+C, CTRL+V, but the problem is that makes the game crash while loading the map)
The part I want to copy is a copy of the Humvee. I changed some minor values and want to be able to create both units; the normal Humvee and mine.
My current map.ini (not working) is attached, please have a look and tell me what/how to correct
Thanks in advance
Mzzl, Chris
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04-04-2003, 03:32 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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You can't put a whole new unit in a map.ini and expect it to work!
Here's a pretty big example of what you can do with map.ini's, from my modmap:
Code:
;----------------------------------
;---------Deactivate China---------
;----------------------------------
Object ChinaCommandCenter
AddModule
Behavior = LifetimeUpdate ModuleTag_Override01
MinLifetime = 1000 ; min lifetime in msec
MaxLifetime = 1000 ; max lifetime in msec
End
End
End
;-------------------
;---No superwebs----
;-------------------
Object GLAScudStorm
Buildable = No
End
Object AmericaParticleCannonUplink
Buildable = No
End
;------------------------------------------
;--------------Altered Images--------------
;-(Don't put in big cause of out of Sync!)-
;------------------------------------------
Object AmericaJetAurora ;F-15E Strike Eagle
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
DefaultConditionState
Model = F15E
HideSubObject = BURNERFX01 BURNERFX02
WeaponLaunchBone = PRIMARY WEAPONA01
End
ConditionState = JETEXHAUST
ParticleSysBone = WINGTIP01 JetContrail
ParticleSysBone = WINGTIP02 JetContrail
End
ConditionState = JETEXHAUST JETAFTERBURNER
ParticleSysBone = WINGTIP01 JetContrail
ParticleSysBone = WINGTIP02 JetContrail
ShowSubObject = BURNERFX01 BURNERFX02
ParticleSysBone = ENGINE01 JetLenzflare
ParticleSysBone = ENGINE02 JetLenzflare
End
OkToChangeModelColor = Yes
End
End
; WeaponSet
; Conditions = None
; Weapon = PRIMARY AuroraBombWeapon
; SpecialObject = LaserBeam
; SpecialObjectAttachToBone = Muzzle01
; End
; AddModule
; Behavior = SpecialAbility ModuleTag_Override01
; SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
; UpdateModuleStartsAttack = Yes
; End
; End
;
; AddModule
; Behavior = SpecialAbilityUpdate ModuleTag_Override02
; SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
; StartAbilityRange = 500.0
; AbilityAbortRange = 800.0 ;If the target moves outside this range, abort.
; PreparationTime = 1000
; PersistentPrepTime = 500
; SpecialObject = LaserBeam
; SpecialObjectAttachToBone = WEAPONA01
; End
; End
End
Object AmericaVehicleComanche ;TEMPTEMPTEMP!!! CHANGE TO A AUTHENTIC MODEL!!!
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
DefaultConditionState
Model = AVComanche
HideSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
OkToChangeModelColor = Yes
End
End
End
Object GLATankScorpion
ReplaceModule ModuleTag_01
; Draw = W3DTankTruckDraw ModuleTag_01_Override
Draw = W3DTankDraw ModuleTag_01_Override
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
DefaultConditionState
Model = bmp3
Turret = Turret01
; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack!
HideSubObject = MissleRack01 Missile ; MissileRack misspelled in the Art
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
TrackMarks = EXTnkTrack.tga
End
End
End
Object GLAVehicleQuadCannon
ReplaceModule ModuleTag_01
Draw = W3DTankTruckDraw ModuleTag_01_Override
DefaultConditionState
Model = zsu
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY BARREL
WeaponMuzzleFlash = PRIMARY MUZZLEFX01
WeaponRecoilBone = PRIMARY BARREL
WeaponFireFXBone = SECONDARY BARREL
WeaponMuzzleFlash = SECONDARY MUZZLEFX01
WeaponRecoilBone = SECONDARY BARREL
ShowSubObject = TURRET
HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04
End
OkToChangeModelColor = Yes
TrackMarks = EXTnkTrack.tga
End
End
End
Object GLATankMarauder
ReplaceModule ModuleTag_01
Draw = W3DTankDraw ModuleTag_01_Override
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVBtMstr
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = NVBtMstr_D
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = NVBtMstr_D
Turret = Turret01
End
TrackMarks = EXTnkTrack.tga
End
End
End
Object AmericaJetCargoPlane
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
DefaultConditionState
Model = AVChinook
Animation = AVChinook.AVChinook
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = AVChinook_d
Animation = AVChinook_d.AVChinook_d
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = AVChinook_d
Animation = AVChinook_d.AVChinook_d
AnimationMode = LOOP
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVChinook_d
HideSubObject = Props01
HideSubObject = Props02
End
OkToChangeModelColor = Yes
End
End
SoundAmbient = ChinookAmbientLoop
End
Object AmericaJetB52
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
DefaultConditionState
Model = AVCargoPln
Animation = AVCargoPln.AVCargoPln
AnimationMode = LOOP
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = DAMAGED
Model = AVCargoPln_D
Animation = AVCargoPln_D.AVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = REALLYDAMAGED
Model = AVCargoPln_D
Animation = AVCargoPln_D.AVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke05 JetFireLarge
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke05 JetSmokeLarge
End
ConditionState = RUBBLE
Model = AVCargoPln_D1
Animation = AVCargoPln_D.AVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke06 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke05 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke06 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke05 JetSmokeLarge
End
OkToChangeModelColor = Yes
End
End
SoundAmbient = C130AmbientLoop
End
;------------------------------------------
;-----------------ParaDrops----------------
;------------------------------------------
ObjectCreationList SUPERWEAPON_Paradrop1
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 150 ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
;PutInContainer = AmericaParachute
Payload = AmericaInfantryRanger 5
DeliveryDistance = 200 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 10 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DiveStartDistance = 500
DiveEndDistance = 200
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Paradrop2
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 80 ; time in between each item dropped (if more than one)
;ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
;PutInContainer = AmericaParachute
Payload = AmericaInfantryRanger 10
DeliveryDistance = 200 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 100 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DiveStartDistance = 500
DiveEndDistance = 200
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Paradrop3
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 80 ; time in between each item dropped (if more than one)
;ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
;PutInContainer = AmericaParachute
Payload = AmericaInfantryRanger 10
DeliveryDistance = 200 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 100 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DiveStartDistance = 500
DiveEndDistance = 200
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = No
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 80 ; time in between each item dropped (if more than one)
;ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
;PutInContainer = AmericaParachute
Payload = AmericaInfantryRanger 10
DeliveryDistance = 200 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 100 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DiveStartDistance = 500
DiveEndDistance = 200
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
End
I will add coments later (Opensource  ), but check this entry and figure out how to do it, if you look close, you'll see how 
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04-04-2003, 04:30 PM
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#3 (permalink)
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Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 38
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Maybe you can be more specific. I've been trying lots of stuff but I just can't get it to work in map.ini
I've looked at the stuff you wrote but it's different from what I want, I don't have to use DrawModels...
All I want is to have another option in the USA WarFactory to create a Humvee with 5 MissleDefenders in it. This is done in factionunit by changing this:
Code:
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
DamagePercentToUnits = 10% ;10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
to this:
Code:
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
InitialPayload = AmericaInfantryMissileDefender 5
DamagePercentToUnits = 10% ;10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
How can I do this in map.ini? Can I add a unit with map.ini (wich is needed if I want to ADD another option so I still can create a normal Humvee)
Mzzl, Chris
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04-05-2003, 09:24 AM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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AFAIK, you can't add a new unit to map.ini, only change it.
You can change other commands, such as CommandSet.ini, but it's very limited. My map.ini is the most edited as I have seen so far, far heavier then the Generals' map.ini's (Which are very scarce, to say the least...)
Try this:
(NOTE: DOUBLECHECK THE NAMES AND SPELLING, AS I AM HOME ATM AND MY GENERALS DISC IS AT MY GF'S PLACE!!!)
Code:
AmericaVehicleHumvee
ReplaceModule ModuleTag_05
Behavior = TransportContain ModuleTag_05_Override
PassengersAllowedToFire = Yes
Slots = 5
InitialPayload = AmericaInfantryMissileDefender 5
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3
GoAggressiveOnExit = Yes
End
End
End
This will replace the regular Humvee's Payload with 5 Missile Defenders. If you want the regular Humvee also, you can always enable the Cine Humvee to be buildable 
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04-05-2003, 09:32 AM
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#5 (permalink)
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Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 38
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Thanks I''ll give it a try 
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04-05-2003, 09:45 AM
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#6 (permalink)
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Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 38
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No luck though...
I tried it like you wrote with just
AmericaVehicleHumvee
And with
Object AmericaVehicleHumvee
But In both cases I get an error.
The first one gives me this error:
Reason Uncaught Exception in GameEngine::update
The second one gives me and error according to that line:
Reason Error parsing INI file 'fullpath\map.ini' (Line: 'Object AmericaVehicleHumvee ')
Mzzl, Chris
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04-05-2003, 10:34 AM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Strange, thought it was a missing End statement (always the case with Update error, so I learned trough trial and error :| )
Code:
Object AmericaVehicleHumvee ;1s
ReplaceModule ModuleTag_05 ;2s
Behavior = TransportContain ModuleTag_05_Override ;3s
PassengersAllowedToFire = Yes
Slots = 5
InitialPayload = AmericaInfantryMissileDefender 5
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3
GoAggressiveOnExit = Yes
End ;3e
End ;2e
End ;1e
Check the rest of the file for missing or extra End statements?
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04-05-2003, 10:55 AM
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#8 (permalink)
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Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 38
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At last, it's working!
Thank you so much
I think I missed Module in Replace Module ModuleTag_05, but it's working now
Thanks again
Mzzl, Chris
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