Gademis' mod
#1
Posted 03 September 2004 - 11:53 AM
a) I want to reduse the China building mines by half.
b) I want to make all China building mines build with a global upgrade in Propaganda Center.
c) I want to make the Aurora stop being immune to enemy fire when it goes to attack.
d) I want to make the Fire Bases stop firing homing shells.
Can anybody help me?
#2
Posted 03 September 2004 - 04:15 PM
b) You'll need to change the Mines upgrade from an object upgrade to a player upgrade, probably in upgrade.ini
c) Check the locomotor it sets in factionunit.ini (Reg Gen), and adjust that in locomotor.ini (not sure for ZH)
d) I believe you'll need to work with the weapon in weapon.ini
Also, this fits better in Generals Editing, so I'll move it.
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#3
Posted 03 September 2004 - 04:51 PM
d) I believe you'll need to work with the weapon in weapon.ini
I did that already but I don't know which line/command defines the "homing" function. I will check everything else and I will post again thanks .
#4
Posted 03 September 2004 - 06:47 PM
Search for TryToFollowTarget at the firebases projectle shell, turn it no
#5
Posted 03 September 2004 - 09:17 PM
c) Check the locomotor it sets in factionunit.ini (Reg Gen), and adjust that in locomotor.ini (not sure for ZH)
I 'm not sure if is the Aurora's speed that makes it immune to fire. I changed the locomotor.ini and turned Aurora into a sky turtle but the anti-air defences still could't hit it when it was going to attack a building behind them. The shots where flying left and right of it!
Moreover I want to make the USA buildings stop self repairing after being hit and I want to add this ability as an upgrade in strategy center. I think I found the "behavior" that causes the self repair ( the one that has the "regeneration" word in it) cause only the USA buildings have that. When I tried to turn it off with ";" the game crushed and when I added the line "Triggered... " (I created an upgrade like the one I used with the mines thanks for the help there) the game crushed again. What can I do for this situation?
#6
Posted 03 September 2004 - 09:52 PM
As for the BaseRegeneration. Prehaps try this for the code
Behavior = BaseRegenerateUpdate ModuleTag_14 TriggeredBy = Upgrade_AmericaRegeneration End
In the buildings code and then
Upgrade Upgrade_AmericaRegeneration DisplayName = UPGRADE:Regeneration BuildTime = 60.0 BuildCost = 1500 ButtonImage = SSAdvancedTraining (Choose your own Cameo) ResearchSound = RangerVoiceUpgradeAdvancedTraining (Choose Own Sound) End
In Upgrade.ini and
CommandButton Command_UpgradeAmericaRegeneration Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaRegeneration TextLabel = CONTROLBAR:UpgradeAmericaRegeneration ButtonImage = SSAdvancedTraining (Choose own Cameo, same as in Upgrade.ini) ButtonBorderType = UPGRADE; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeRegeneration End
In CommandButton.ini
Your error probably arose from the fact you had OBJECT_UPGRADE for the command button if you copied the mines code. Since it applies to all strutures "player" wide its needs to be a PLAYER_UPGRADE.
If you ever do get the game crashing, there is a Crash Log. In your My Documents Zero Hour Data Folder there is a text file called ReleaseCrashInfo. This normally tells you what crashes the game. Also if you open up the WorldBuilder it normally gives a more detailed error.
#7
Posted 03 September 2004 - 10:37 PM
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#8
Posted 03 September 2004 - 11:24 PM
First, i want to know how Module_Tags work. Are they something improtant or i can just rename them to whatever i want (e.g. Module_Tag01 -> Module_Tag02) ?
Also, we want to add a 4th upgrade to the Overlord tank which will give it an ECMTankMissileJammer weapon. I know i have to write something like this in the design parameters
WeaponSet Conditions = PLAYER_UPGRADE; or OBJECT_UPGRADE? Weapon = PRIMARY OverlordTankGun Weapon = SECONDARY ECMTankMissileJammer End
but then what exactly do i have to write in the engineering parameters so that i upgrade the weaponset?
Would it be something like this?
Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade02 ;WeaponSetUpgrade01 is used by GatlingTower upgrade TriggeredBy = Upgrade_ChinaOverlordECMTower ConflictsWith = Upgrade_ChinaOverlordPropagandaTower; etc... End
Thanks in advance. Those module tags confuse me
Edited by LOY, 03 September 2004 - 11:25 PM.
#9
Posted 04 September 2004 - 03:21 AM
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#10
Posted 04 September 2004 - 10:10 AM
For the weaponset it would be a PLAYER_UPGRADE but you cant have two weapon set upgrades because the different upgrades would both have the condition = PLAYER_UPGRADE and so they would conflict each other because they would both try to upgrade because an Upgrade has been used, thus crashing the game.
#11
Posted 04 September 2004 - 10:18 AM
To AdmiralGT: I had no problem creating the upgrade in the strategy center (i even copied your code to test if I had done something wrong), but the problem is that when I add this
Behavior = BaseRegenerateUpdate ModuleTag_14 TriggeredBy = Upgrade_AmericaRegeneration Endand I start the game, it crashes cause of this
; Reason Error parsing INI file 'Data\INI\Object\FactionBuilding.ini' (Line: 'Object AmericaCommandCenter '). When I removed the "TriggeredBy..." line from the command center the game crashed again cause it couldn't load the next building. Has this upgrade worked for you?
As I was testing the game to see if the changes work I found something else that bothered me. When I built the supply center 2 gatherers come out (2 choppers, 2 trucks, 2 workers according to side) and I don;t know why!
Edited by Gademis, 04 September 2004 - 10:19 AM.
#12
Posted 04 September 2004 - 12:04 PM
As for producing two resource gatherers, this might be due to that you have 2 supply centre objects and so when you build a supply centre it produces 2 instead of one, or you've got 2 resource gatherer objects. Alternatively check the code in your Supply Centres and that the SpawnBehavior tag has a SpawnNumber = 1 and not 2.
#13
Posted 04 September 2004 - 11:31 PM
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