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PR Mayhem 2 Beta Release!


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#1 THEEVERGOD

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    I am TEG, bow down before me!

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Posted 06 May 2007 - 01:05 AM

It is a sad day when you heard this mod maybe dead :sad: :wub: . But To cheer us up a bit I have decided to release the beta version of my map PR Mayhem 2 :p . It would be 100% complete although I have not added the triggers in to make cars move on the roads around my city, and the petrol tanker to got around from the oil depot (OD) to a petrol station (PT) and stop at the PT for 2 secs go back to OD stop for 2 secs go to other PT stop for 2 secs go back to OD stop for 2 sec and then loop back to the begin going next to the first PT. If anyone wants to do this for me that would be great :xd: . But now I feel inspired to do so, all that really kept me going was the though of 8.0, as this was intended to be a naval map for naval battles :umad: :sad: but enjoy aways, some screens of the new buildings added ;) !
laters!

Fire station side!

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Fire station Front!

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The Fire station really on fire now :lol: (burn baby burn, disco inferno) ;) !

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The Police station!

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Do you think the police will notice my graphite on their station :lol: :lion: !

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And Here It Is the Amazing PR Mayhem 2 BETA (maybe final release ;) ):

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Edited by THEEVERGOD, 06 May 2007 - 01:10 AM.

THEEVERGOD, Fear Me!

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#2 00 Nobody

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    Founder of 00 Nobody Maps

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Posted 07 May 2007 - 01:15 AM

Very nice TEG, very nice. I have a neat little idea you could do for this map though. If you know anything about map.ini coding, you could make it so that the dozers and workers could once again build naval yards. Or you could simply put some in the game at start. Being able to build them would be more fun, IMO.
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#3 THEEVERGOD

THEEVERGOD

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  •  The Almighty PR Unoffical Mapper, TEG!

Posted 07 May 2007 - 11:25 AM

Hey 00 Nobody nice to hear from you, but even if I did know anything about map.ini coding so that I could make it so that the dozers and workers could once again build naval yards or put some in the game at start, the AI would not use them and there is the dylemia :p , because I wanted full naval battles with everyone using ships ;) . Unless you know of a way to get the AI to use it :cool2: or people who get the map want to start up a tornament so it would be all human players :mellow: then I be happy to :) , hey I might even join in myself ;) .
THEEVERGOD, Fear Me!

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#4 00 Nobody

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Posted 07 May 2007 - 11:09 PM

If you know anything about adding AI to a mission map, then you could simply make it like that. A neat idea i have for that map which would allow you to do this would to set up a small off-map area which you control a single unit (preferably a worker or a pilot, which cant attack) and put a dozer of every type of general (except the Boss general), and make it so if the unit goes near one, the unit will be removed, and a command center will be spawned at the start point, along with a dozer and 1 power plant. After i finish Operation: Sting of the Scorpion, I will know enough about AI to make multiple opponents on a single map, and make a wild free-for-all like my idea stated above. If you want to know more about making a map.ini file, look at any of my maps with a map.ini. Most of them have changed command sets for at least one dozer/worker, and Sting of the Scorpion, so far, has 3 new ones, as well as changes for other units. Try it out. Another thing that will help you a lot is FinalBig. Use it to open up 0ProjectRaptor.big and look for Data/Ini/Commandset.ini. Then use CTRL F and type in AmericaDozer, and there you go. Just copy and put that in a map.ini file, and delete the ; in front of naval yard. Then search for and do the same for the other worker commandsets. 1 thing you will have to do is put a caps-lock SEC (no space in between) after the (for example) AmericaDozerCommandSet or similar, then change the command set used by the dozer in the map.ini. I will send you a samplet of the map.ini I have been working on, right here.


Object AmericaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= America
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = AmericaDozerCommandSetSEC
End

CommandSet AmericaDozerCommandSetSEC
  1  = Command_ConstructAmericaPowerPlant
  2  = Command_ConstructAmericaBarracks
  3  = Command_ConstructAmericaSupplyCenter
  4  = Command_ConstructAmericaPatriotBattery
  5  = Command_ConstructChinaCommandCenter
  6  = Command_ConstructChinaBunker
  7  = Command_ConstructAmericaAirfield
  13 = Command_Stop
  14 = Command_DisarmMinesAtPosition
End

Object Demo_GLAInfantryWorker

  DisplayName = OBJECT:Worker
  Side = GLADemolitionGeneral
  EditorSorting = INFANTRY
  TransportSlotCount = 1			;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 100
  ShroudClearingRange = 200
  BuildCost = 200
  BuildTime = 3.0		;in seconds	
  CrushableLevel		 = 0;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = Demo_GLAWorkerCommandSetSEC
End

Object GLAInfantryWorker

  DisplayName = OBJECT:Worker
  Side = GLA
  EditorSorting = INFANTRY
  TransportSlotCount = 1			;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 100
  ShroudClearingRange = 200
;Prerequisites
;  Object = GLABarracks GLASupplyStash;commented out, or else you can't build from Con Yard as Dozer.
;End
  BuildCost = 200
  BuildTime = 3.0		;in seconds	
  CrushableLevel		 = 0;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = GLAWorkerCommandSet
End

CommandSet GLAWorkerCommandSet
  1  = Command_ConstructGLASupplyStash
  2  = Command_ConstructGLADemoTrap
  3  = Command_ConstructGLABarracks 
  4  = Command_ConstructGLAPalace
  5  = Command_ConstructGLAStingerSite
  6  = Command_ConstructGLABlackMarket
  7  = Command_ConstructGLATunnelNetwork
  8  = Command_ConstructGLAArmsDealer
  9  = Command_ConstructGLACommandCenter
 10  = Command_ConstructGLAPowerPlant
 11  = Command_ConstructGLAGunnerSite
 13  = Command_UpgradeGLAWorkerFakeCommandSet
 14  = Command_DisarmMinesAtPosition
End

CommandSet Demo_GLAWorkerCommandSetSEC
  1  = Demo_Command_ConstructGLASupplyStash
  2  = Demo_Command_ConstructGLADemoTrap
  3  = Demo_Command_ConstructGLABarracks 
  4  = Demo_Command_ConstructGLAStingerSite
  5  = Demo_Command_ConstructGLATunnelNetwork
  6  = Demo_Command_ConstructGLAArmsDealer
  7  = Demo_Command_ConstructGLAPowerPlant
  8  = Demo_Command_ConstructGLAPalace
 14  = Command_DisarmMinesAtPosition
End

Please note that you these codes will not make it the same techlines as usual, and that they will not add naval yards. this is merely an example.

Edited by 00 Nobody, 07 May 2007 - 11:10 PM.

00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#5 THEEVERGOD

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Posted 09 May 2007 - 11:17 PM

Okay 00 Nobody I tried playing around with the code, successful enabling the navalyards on some generals although I tried copying your style of code to make it work with other generals, but only coming out with a "serious error" after tring to load the map ingame, please tell me what is wrong with the code below!

;-------------------------------------------------------------------

;Set Naval Yards

; Dozer Command Sets ----------------------------------------------------------

;USA----------------------------------------

Object AmericaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= America
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = AmericaDozerCommandSetSEC
End

CommandSet AmericaDozerCommandSetSEC
  1  = Command_ConstructAmericaPowerPlant
  2  = Command_ConstructAmericaStrategyCenter
  3  = Command_ConstructAmericaBarracks
  4  = Command_ConstructAmericaSupplyDropZone
  5  = Command_ConstructAmericaSupplyCenter
  6  = Command_ConstructAmericaParticleCannonUplink
  7  = Command_ConstructAmericaPatriotBattery
  8  = Command_ConstructAmericaCommandCenter
  9  = Command_ConstructAmericaFireBase
  10 = Command_ConstructAmericaTomahawkStorm
  11 = Command_ConstructAmericaWarFactory
  12 = Command_ConstructAmericaAirfield
  13 = Command_ConstructAmericaNavalYard
  14 = Command_DisarmMinesAtPosition
End


;USA-Airforce General----------------------------------------

Object AirF_AmericaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= AmericaAirForceGeneral
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = AirF_AmericaDozerCommandSetSEC
End

CommandSet AirF_AmericaDozerCommandSetSEC
  1  = AirF_Command_ConstructAmericaPowerPlant
  2  = AirF_Command_ConstructAmericaStrategyCenter
  3  = AirF_Command_ConstructAmericaBarracks
  4  = AirF_Command_ConstructAmericaSupplyDropZone
  5  = AirF_Command_ConstructAmericaSupplyCenter
  6  = AirF_Command_ConstructAmericaParticleCannonUplink
  7  = AirF_Command_ConstructAmericaPatriotBattery
  8  = AirF_Command_ConstructAmericaCommandCenter
  9  = AirF_Command_ConstructAmericaFireBase
  10 = AirF_Command_ConstructAmericaGPS
  11 = AirF_Command_ConstructAmericaWarFactory
  12 = AirF_Command_ConstructAmericaAirfield
  13 = AirF_Command_ConstructAmericaNavalYard
  14 = Command_DisarmMinesAtPosition
End

;USA-Superweapons General----------------------------------------

Object SupW_AmericaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= AmericaSuperWeaponGeneral
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = SupW_AmericaDozerCommandSetSEC
End

CommandSet SupW_AmericaDozerCommandSetSEC
  1  = SupW_Command_ConstructAmericaPowerPlant
  2  = SupW_Command_ConstructAmericaStrategyCenter
  3  = SupW_Command_ConstructAmericaBarracks
  4  = SupW_Command_ConstructAmericaSupplyDropZone
  5  = SupW_Command_ConstructAmericaSupplyCenter
  6  = SupW_Command_ConstructAmericaParticleCannonUplink
  7  = SupW_Command_ConstructAmericaPatriotBattery
  8  = SupW_Command_ConstructAmericaCommandCenter
  9  = SupW_Command_ConstructAmericaFireBase
  10 = SupW_Command_ConstructAmericaCruiseMissileLauncher
  11 = SupW_Command_ConstructAmericaWarFactory
  12 = SupW_Command_ConstructAmericaAirfield
  13 = SupW_Command_ConstructAmericaNavalYard
  14 = Command_DisarmMinesAtPosition
End

;USA-Laser General----------------------------------------

Object Lazr_AmericaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= AmericaLaserGeneral
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = Lazr_AmericaDozerCommandSetSEC
End

CommandSet Lazr_AmericaDozerCommandSetSEC
  1  = Lazr_Command_ConstructAmericaPowerPlant
  2  = Lazr_Command_ConstructAmericaStrategyCenter
  3  = Lazr_Command_ConstructAmericaBarracks
  4  = Lazr_Command_ConstructAmericaSupplyDropZone
  5  = Lazr_Command_ConstructAmericaSupplyCenter
; 6  = Lazr_Command_ConstructLaserCannon
  6  = Lazr_Command_ConstructAmericaParticleCannonUplink
  7  = Lazr_Command_ConstructAmericaPatriotBattery
  8  = Lazr_Command_ConstructAmericaCommandCenter
  9  = Lazr_Command_ConstructAmericaFireBase
  10 = Lazr_Command_ConstructAmericaGPS
  11 = Lazr_Command_ConstructAmericaWarFactory
  12 = Lazr_Command_ConstructAmericaAirfield
  13 = Lazr_Command_ConstructAmericaNavalYard
  14 = Command_DisarmMinesAtPosition
End

;GLA----------------------------------------

Object GLAInfantryWorker

  DisplayName = OBJECT:Worker
  Side = GLA
  EditorSorting = INFANTRY
  TransportSlotCount = 1		  ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 100
  ShroudClearingRange = 200
  BuildCost = 200
  BuildTime = 3.0	  ;in seconds	
  CrushableLevel		 = 0;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = GLAWorkerCommandSetSEC
End

CommandSet GLAWorkerCommandSetSEC
  1  = Command_ConstructGLASupplyStash
  2  = Command_ConstructGLADemoTrap
  3  = Command_ConstructGLABarracks 
  4  = Command_ConstructGLAPalace
  5  = Command_ConstructGLAStingerSite
  6  = Command_ConstructGLABlackMarket
  7  = Command_ConstructGLATunnelNetwork
  8  = Command_ConstructGLAScudStorm
  9  = Command_ConstructGLAArmsDealer
 10  = Command_ConstructGLACommandCenter
 11  = Command_ConstructGLAPowerPlant
 12  = Command_ConstructGLANavalYard
 13  = Command_UpgradeGLAWorkerFakeCommandSet
 14  = Command_ConstructGLAGunnerSite;Command_DisarmMinesAtPosition
End

;GLA-Toxin General----------------------------------------

Object Chem_GLAInfantryWorkerWorker

  DisplayName = OBJECT:Worker
  Side = GLAToxinGeneral
  EditorSorting = INFANTRY
  TransportSlotCount = 1		  ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 100
  ShroudClearingRange = 200
  BuildCost = 200
  BuildTime = 3.0	  ;in seconds	
  CrushableLevel		 = 0;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = Chem_GLAWorkerCommandSetSEC
End

CommandSet Chem_GLAWorkerCommandSetSEC
  1  = Chem_Command_ConstructGLASupplyStash
  2  = Chem_Command_ConstructGLADemoTrap
  3  = Chem_Command_ConstructGLABarracks 
  4  = Chem_Command_ConstructGLAPalace
  5  = Chem_Command_ConstructGLAStingerSite
  6  = Chem_Command_ConstructGLABlackMarket
  7  = Chem_Command_ConstructGLATunnelNetwork
  8  = Chem_Command_ConstructGLAScudStorm
  9  = Chem_Command_ConstructGLAArmsDealer
 10  = Chem_Command_ConstructGLACommandCenter
 11  = Chem_Command_ConstructGLANavalYard
 12  = Chem_Command_ConstructGLAPowerPlant
 13  = Command_UpgradeGLAWorkerFakeCommandSet
 14  = Command_DisarmMinesAtPosition
End

;GLA-Demo General----------------------------------------

Object Demo_GLAInfantryWorker

  DisplayName = OBJECT:Worker
  Side = GLADemolitionGeneral
  EditorSorting = INFANTRY
  TransportSlotCount = 1		  ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 100
  ShroudClearingRange = 200
  BuildCost = 200
  BuildTime = 3.0	  ;in seconds	
  CrushableLevel		 = 0;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = Demo_GLAWorkerCommandSetSEC
End

CommandSet Demo_GLAWorkerCommandSetSEC
  1  = Demo_Command_ConstructGLASupplyStash
  2  = Demo_Command_ConstructGLADemoTrap
  3  = Demo_Command_ConstructGLABarracks 
  4  = Demo_Command_ConstructGLAPalace
  5  = Demo_Command_ConstructGLAStingerSite
  6  = Demo_Command_ConstructGLABlackMarket
  7  = Demo_Command_ConstructGLATunnelNetwork
  8  = Demo_Command_ConstructGLAScudStorm
  9  = Demo_Command_ConstructGLAArmsDealer
 10  = Demo_Command_ConstructGLACommandCenter
 11  = Demo_Command_ConstructGLANavalYard
 12  = Demo_Command_ConstructGLAPowerPlant
 13  = Command_UpgradeGLAWorkerFakeCommandSet
 14  = Command_DisarmMinesAtPosition
End

;GLA-Stealth General----------------------------------------

Object Slth_GLAInfantryWorker

  DisplayName = OBJECT:Worker
  Side = GLAStealthGeneral
  EditorSorting = INFANTRY
  TransportSlotCount = 1		  ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 100
  ShroudClearingRange = 200
  BuildCost = 200
  BuildTime = 3.0	  ;in seconds	
  CrushableLevel		 = 0;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = Slth_GLAWorkerCommandSetSEC
End

CommandSet Slth_GLAWorkerCommandSetSEC 
  1  = Slth_Command_ConstructGLASupplyStash
  2  = Slth_Command_ConstructGLADemoTrap
  3  = Slth_Command_ConstructGLABarracks 
  4  = Slth_Command_ConstructGLAPalace
  5  = Slth_Command_ConstructGLAStingerSite
  6  = Slth_Command_ConstructGLABlackMarket
  7  = Slth_Command_ConstructGLATunnelNetwork
  8  = Slth_Command_ConstructGLAScudStorm
  9  = Slth_Command_ConstructGLAArmsDealer
 10  = Slth_Command_ConstructGLACommandCenter
 11  = Slth_Command_ConstructGLANavalYard
 12  = Slth_Command_ConstructGLAPowerPlant
 13  = Command_UpgradeGLAWorkerFakeCommandSet
 14  = Slth_Command_ConstructGLASalvageStation
End

;China----------------------------------------

Object ChinaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= China
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = ChinaDozerCommandSetSEC
End

CommandSet ChinaDozerCommandSetSEC
  1  = Command_ConstructChinaPowerPlant
  2  = Command_ConstructChinaInternetCenter
  3  = Command_ConstructChinaBarracks
  4  = Command_ConstructChinaAirfield
  5  = Command_ConstructChinaSupplyCenter
  6  = Command_ConstructChinaPropagandaCenter
  7  = Command_ConstructChinaBunker
  8  = Command_ConstructChinaSpeakerTower
  9  = Command_ConstructChinaGattlingCannon
 10  = Command_ConstructChinaNuclearMissileLauncher
 11  = Command_ConstructChinaWarFactory
 12  = Command_ConstructChinaCommandCenter
 13  = Command_ConstructChinaNavalYard
 14  = Command_DisarmMinesAtPosition
End

;China-Infantry General----------------------------------------

Object Infa_ChinaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= ChinaInfantryGeneral
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = Infa_ChinaDozerCommandSetSEC
End

CommandSet Infa_ChinaDozerCommandSetSEC
  1  = Infa_Command_ConstructChinaPowerPlant
  2  = Infa_Command_ConstructChinaInternetCenter
  3  = Infa_Command_ConstructChinaBarracks
  4  = Infa_Command_ConstructChinaAirfield
  5  = Infa_Command_ConstructChinaSupplyCenter
  6  = Infa_Command_ConstructChinaPropagandaCenter
  7  = Infa_Command_ConstructChinaBunker
  8  = Infa_Command_ConstructChinaSpeakerTower
  9  = Infa_Command_ConstructChinaGattlingCannon
 10  = Infa_Command_ConstructChinaNuclearMissileLauncher
 11  = Infa_Command_ConstructChinaWarFactory
 12  = Infa_Command_ConstructChinaCommandCenter
 13  = Infa_Command_ConstructChinaNavalYard
 14  = Command_DisarmMinesAtPosition
End

CommandSet Infa_ChinaDozerCommandSetUpgraded
  1  = Infa_Command_ConstructChinaPowerPlant
  2  = Infa_Command_ConstructChinaInternetCenter
  3  = Infa_Command_ConstructChinaBarracks
  4  = Infa_Command_ConstructChinaAirfield
  5  = Infa_Command_ConstructChinaSupplyCenter
  6  = Infa_Command_ConstructChinaPropagandaCenter
  7  = Infa_Command_ConstructChinaBunker2
  8  = Infa_Command_ConstructChinaSpeakerTower
  9  = Infa_Command_ConstructChinaGattlingCannon
 10  = Infa_Command_ConstructChinaNuclearMissileLauncher
 11  = Infa_Command_ConstructChinaWarFactory
 12  = Infa_Command_ConstructChinaCommandCenter
 13 = Command__ConstructChinaNavalYard
 14 = Command_DisarmMinesAtPosition
End

;China-Nuke General----------------------------------------

Object Nuke_ChinaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= ChinaNukeGeneral
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = Nuke_ChinaDozerCommandSetSEC
End

CommandSet Nuke_ChinaDozerCommandSetSEC
  1  = Nuke_Command_ConstructChinaPowerPlant
  2  = Nuke_Command_ConstructChinaInternetCenter
  3  = Nuke_Command_ConstructChinaBarracks
  4  = Nuke_Command_ConstructChinaAirfield
  5  = Nuke_Command_ConstructChinaSupplyCenter
  6  = Nuke_Command_ConstructChinaPropagandaCenter
  7  = Nuke_Command_ConstructChinaBunker
  8  = Nuke_Command_ConstructChinaSpeakerTower
  9  = Nuke_Command_ConstructChinaGattlingCannon
 10  = Nuke_Command_ConstructChinaNuclearMissileLauncher
 11  = Nuke_Command_ConstructChinaWarFactory
 12  = Nuke_Command_ConstructChinaCommandCenter
 13 = Command_ConstructChinaNavalYard
 14 = Command_DisarmMinesAtPosition
End

;China-Tank General----------------------------------------

Object Tank_ChinaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= ChinaTankGeneral
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = Tank_ChinaDozerCommandSetSEC
End

CommandSet Tank_ChinaDozerCommandSetSEC
  1  = Tank_Command_ConstructChinaPowerPlant
  2  = Tank_Command_ConstructChinaInternetCenter
  3  = Tank_Command_ConstructChinaBarracks
  4  = Tank_Command_ConstructChinaAirfield
  5  = Tank_Command_ConstructChinaSupplyCenter
  6  = Tank_Command_ConstructChinaPropagandaCenter
  7  = Tank_Command_ConstructChinaBunker
  8  = Tank_Command_ConstructChinaSpeakerTower
  9  = Tank_Command_ConstructChinaGattlingCannon
 10  = Tank_Command_ConstructChinaNuclearMissileLauncher
 11  = Tank_Command_ConstructChinaWarFactory
 12  = Tank_Command_ConstructChinaCommandCenter
 13 = Command_ConstructChinaNavalYard
 14 = Command_DisarmMinesAtPosition
End

;Militia----------------------------------------

Object MilitiaInfantryWorker

  DisplayName = OBJECT:Worker
  Side = Militia
  EditorSorting = INFANTRY
  TransportSlotCount = 1		  ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 100
  ShroudClearingRange = 200
  BuildCost = 200
  BuildTime = 3.0	  ;in seconds	
  CrushableLevel		 = 0;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = MilitiaWorkerCommandSetSEC
End

CommandSet MilitiaWorkerCommandSetSEC
  1  = Command_ConstructMilitiaBarracks
  2  = Command_ConstructMilitiaArtillery
  3  = Command_ConstructMilitiaSupplyStash
  4  = Command_ConstructMilitiaWarFactory
  5  = Command_ConstructMilitiaResistanceHQ
  6  = Command_ConstructMilitiaFiftyCal.
  7  = Command_ConstructMilitiaBunker
  8  = Command_ConstructMilitiaOilDerrick
 12  = Command_ConstructMilitiaCommandCenter
 13  = Command_ConstructGLANavalYard
 14  = Command_DisarmMinesAtPosition
End

Edited by THEEVERGOD, 09 May 2007 - 11:19 PM.

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#6 00 Nobody

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Posted 11 May 2007 - 10:21 PM

The first thing you should do is remove all of the codes except 1 of them, and test the map to see if it starts without an error (make a seperate .txt file in the folder to keep track of all the codes). If it doesnt work, simply remove it again and move on to the next dozer. Continue doing this until you have isolated the generals which are not working, and tell me which ones they are. I will tinker around with a map.ini of my own on a test map, and fix it up. Once I finish with it, I can send the code back to you, and you can put it in the map. Presto! It's fixed!
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#7 THEEVERGOD

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Posted 12 May 2007 - 12:31 PM

Right 00 Nobody, I had a hunch that it might be the infantry genral causing the problem :dry: and I was right ^_^ I am almost sure it is this part of the code ;) :


CommandSet Infa_ChinaDozerCommandSetUpgraded
  1  = Infa_Command_ConstructChinaPowerPlant
  2  = Infa_Command_ConstructChinaInternetCenter
  3  = Infa_Command_ConstructChinaBarracks
  4  = Infa_Command_ConstructChinaAirfield
  5  = Infa_Command_ConstructChinaSupplyCenter
  6  = Infa_Command_ConstructChinaPropagandaCenter
  7  = Infa_Command_ConstructChinaBunker2
  8  = Infa_Command_ConstructChinaSpeakerTower
  9  = Infa_Command_ConstructChinaGattlingCannon
 10  = Infa_Command_ConstructChinaNuclearMissileLauncher
 11  = Infa_Command_ConstructChinaWarFactory
 12  = Infa_Command_ConstructChinaCommandCenter
 13 = Command__ConstructChinaNavalYard
 14 = Command_DisarmMinesAtPosition
End

But don't know how to fix this as the command set = Infa_ChinaDozerCommandSetSEC so I am thinking along the lines that a SEC needs to go in there somewhere :) , either CommandSet Infa_ChinaDozerCommandSetUpgradedSEC or CommandSet Infa_ChinaDozerCommandSetSECUpgraded. But dont know, let me know how to fix this :huh: .

Also I have now got all the faction to display shipyards in the build list on the dozer although on some factions:

China Nuke
China Tank
China Infantry (need to fix the above first but this will have the same problem)
Militia

It requires something they dont have to build and I have tried to code in to have a different Prerequisite resulting only in the game freezing when I put the mouse over the icon for the shipyard ;) ;) .

I put something like (example of GLANavalYard for Militia, but same code for the China faction as well, just changing the Object to ChinaNavalYard, the display name and side and Prerequisites object to that of the china faction it is for):

Object GLANavalYard
  DisplayName	   = Object:MilitiaNavalYard
  Side			  = Militia
  EditorSorting	 = STRUCTURE
  Prerequisites
	Object = MilitiaSupplyStash
  End
End

Do you know how this could be done :p .

Lastly I want to change the ships in the GLA shipyard for the Militia, to the GLA PT Boat, the China Battle Ship and the American AA Cruiser. Do you know how this could be done :p .

Edited by THEEVERGOD, 13 May 2007 - 05:11 PM.

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#8 Tigs2006

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Posted 13 May 2007 - 04:03 PM

:unsure: Could you possibly put your map into a zip download please? ;)

#9 THEEVERGOD

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Posted 13 May 2007 - 05:02 PM

Coming will be the PR Mayhem 2 beta version 2 when 00 Nobody helps me work out the bugs in getting the shipyards working for all sides and then getting the ai to use them :dry: . There will also be moving sharks in the water ^_^ , which is already done but will be in the next version :cool2: . So 00 Nobody look to the my post before if you haven't already :rolleyes: .


Right anyone who want the PR Mayhem 2 Beta in zip here it is :thumbsupsmiley: :

Attached Files


Edited by THEEVERGOD, 13 May 2007 - 05:04 PM.

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#10 Tigs2006

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Posted 13 May 2007 - 06:14 PM

Thank you for the zip file! :dry:

#11 00 Nobody

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Posted 15 May 2007 - 01:59 AM

you have to change the command sets, but dont do it for the militia. if they use the GLA naval yard, that means the GLA one will be messed up. Just have em build a GLA naval yard, without changing it.
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#12 Vanguard

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Posted 15 May 2007 - 07:20 PM

Well it might not be dead. I might get back into it.
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#13 THEEVERGOD

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Posted 16 May 2007 - 03:48 AM

@ 00 Nobody

Firstly you didn't answer this :) :

Right 00 Nobody, I had a hunch that it might be the infantry genral causing the problem :dry: and I was right ^_^ I am almost sure it is this part of the code :p :


CommandSet Infa_ChinaDozerCommandSetUpgraded
  1  = Infa_Command_ConstructChinaPowerPlant
  2  = Infa_Command_ConstructChinaInternetCenter
  3  = Infa_Command_ConstructChinaBarracks
  4  = Infa_Command_ConstructChinaAirfield
  5  = Infa_Command_ConstructChinaSupplyCenter
  6  = Infa_Command_ConstructChinaPropagandaCenter
  7  = Infa_Command_ConstructChinaBunker2
  8  = Infa_Command_ConstructChinaSpeakerTower
  9  = Infa_Command_ConstructChinaGattlingCannon
 10  = Infa_Command_ConstructChinaNuclearMissileLauncher
 11  = Infa_Command_ConstructChinaWarFactory
 12  = Infa_Command_ConstructChinaCommandCenter
 13 = Command__ConstructChinaNavalYard
 14 = Command_DisarmMinesAtPosition
End

But don't know how to fix this as the command set = Infa_ChinaDozerCommandSetSEC so I am thinking along the lines that a SEC needs to go in there somewhere :) , either CommandSet Infa_ChinaDozerCommandSetUpgradedSEC or CommandSet Infa_ChinaDozerCommandSetSECUpgraded. But dont know, let me know how to fix this :huh: .



Secondly changing the command sets for what the :huh: ,
e.g. 13 = Command__ConstructChinaNavalYard (which would not work all the sides I need to change (China-Tank,Infantry and Nuke and Militia) do not have their own shipyards!)

Or The command sets for the shipyards. Please give example ;) !!!

Thridly,

These sides (China-Tank,Infantry and Nuke and Militia) as they are building shipyards from different factions (the china sides building from the china faction and the militia side building from the gla faction, the shipyards have the prerequisites for the other faction e.g. china shipyard needs ChinaSupplyCenter and it needs to be changed to the side of what the shipyard is on e.g. Tank_ChinaSupplyCenter.

And fourthly and lastly you did not answer this either!:

Lastly I want to change the ships in the GLA shipyard for the Militia, to the GLA PT Boat, the China Battle Ship and the American AA Cruiser. Do you know how this could be done .


And @ Vanguard that good to hear that there is still hope left for this mod :) :p ^_^ .

Edited by THEEVERGOD, 16 May 2007 - 03:53 AM.

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#14 Tigs2006

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Posted 16 May 2007 - 08:03 PM

Would able to put a tech dozer bay in your map? Just wondering :sleep: :wub:
Maybe on or near the airport?

#15 00 Nobody

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Posted 17 May 2007 - 12:26 AM

you have to change the command sets, but dont do it for the militia. if they use the GLA naval yard, that means the GLA one will be messed up. Just have em build a GLA naval yard, without changing it.

On the last one, i DID answer it.

for the other ones, the SEC always is at the end. And for the last one, with giving the other china generals a naval yard, all you have to do is change the prerequisite to:

Prerequisites
ChinaPropagandaCenter Infa_ChinaPropagandaCenter Tank_ChinaPropagandaCenter Nuke_ChinaPropagandaCenter
End

that way, it sees it as 4 different possible prerequisites that would enable it.
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#16 THEEVERGOD

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Posted 17 May 2007 - 01:38 AM

@00 Nobody Thanks for the ups on the prerequisites and the SEC bits :D . But I really want to change what ships the militia have, as they have a theme of taking other side units :p . Could this not be done like how you change the units in the warfactories ;) ?

And @Tigs2006 Sorry but I not going to put the tech dozer bay in my map, as I think it was orignally put in by Vanguard so he could build up and test all sides without a lot of hassle :p . So I do not really feel like it is it really a tec building :p . And plus anyone who got there hands on it would be at a huge advantage :) . Although if you really want a map with it in you should download the first map I made, PR Mayhem 1 which has all the tec buildings including that ;) . Although my first map was no where need the detail this is, although still fun to play :p . I post it up in the map section soon ;) ;) along with this map posted here.
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#17 Tigs2006

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Posted 17 May 2007 - 01:59 AM

Well let me know ASAP when the 1st map comes out :p :D

:p :p :p :) ;) ;) ;) ;) :popcorn:
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Enjoy the movie smileys LOL

#18 00 Nobody

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Posted 17 May 2007 - 11:24 PM

TEG, I'm afraid that if you want to have a special naval yard for the militia, there isnt much you can do. You COULD take the Boss general war factory and set it up as a militia naval yard, but it's not exactly the best idea IMO. There is also the chance there is a Boss general naval yard, but I'm not entirely sure there is one.
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#19 THEEVERGOD

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Posted 17 May 2007 - 11:34 PM

00 Nobody I though of a way to give the Militia the different ships, but I'll need your help on this (the code bit, it all good in theory but I don't know how to code it so why I need your help ;) ). Just as I changed the prerequisites for the shipyards to have multiple prerequisites, what I could do is put the extra ships in the GLA shipyard along with all the GLA ships and change the prerequisites round for all the ship :cool: :

So have

;Give Militia different ships----------------------------------------

CommandSet GLANavalYardCommandSet
  1 = Command_ConstructGLARocketBoat
  2 = Command_ConstructGLAQuadBoat
  3 = Command_ConstructGLAPTBoat
  4 = Command_ConstructChinaBoatBattleShip
  5 = Command_ConstructAmericaVehicleAACruiser
 13 = Command_SetRallyPoint
 14 = Command_Sell
End

Three to 5 are the ships I want for the militia and so the prerequisites to the ships as follows

GLARocketBoat prerequisites = GLAPalace
GLAQuadBoat prerequisites = GLAPalace
GLAPTBoat prerequisites = GLAPalace MilitiaResistanceHQ
ConstructChinaBoatBattleShip = ChinaPropagandaCenter MilitiaResistanceHQ
ConstructAmericaVehicleAACruiser = AmericaStrategyCenter MilitiaResistanceHQ

As I have now made it so all shipyard need higher level buildings (GLAPalace's, ChinaPropagandaCenter's, AmericaStrategyCenter's and the MilitiaResistanceHQ) to build as ships are quite powerful and have an advantage of being on the water.

This would enable so it would not muck up any of the sides and it would only allow the militia to build the ships I want them to be able to and GLA only able to build there original ships :) . I think this can be done could you just give me an example of how to put the prerequisites for a ships, I am sure it would be similar to that of the vehicle although each ships code would be different :p .

Also I have tried changing the infantry general's code but still cannot get his dozer to add the shipyard as when I put in his code it crashes the game upon loading the map. I tired with and without the Upgrade CommandSet and when I had the upgrade command set I tried:

CommandSet Infa_ChinaDozerCommandSetUpgraded

CommandSet Infa_ChinaDozerCommandSetUpgradedSEC

CommandSet Infa_ChinaDozerCommandSetSECUpgraded

and

CommandSet Infa_ChinaDozerCommandSetSECUpgradedSEC

all unsuccessful ;) .

Here is all the code bellow

;China-Infantry General----------------------------------------

Object Infa_ChinaVehicleDozer

  DisplayName		 = OBJECT:Dozer
  Side				= ChinaInfantryGeneral
  EditorSorting	   = VEHICLE
  TransportSlotCount  = 5;how many "slots" we take in a transport (0 == not transportable)
  BuildCost		   = 1000
  BuildTime		   = 5.0; in seconds
  VisionRange		 = 200
  ShroudClearingRange = 200

  WeaponSet
	Conditions = None 
	Weapon = PRIMARY None
  End
  WeaponSet
	Conditions = MINE_CLEARING_DETAIL 
	Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
	Conditions		= None
	Armor			 = DozerArmor;Special Explosion-Proof Armor
	DamageFX		  = TankDamageFX
  End
  CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet		  = Infa_ChinaDozerCommandSetSEC
End

CommandSet Infa_ChinaDozerCommandSetSEC
  1  = Infa_Command_ConstructChinaPowerPlant
  2  = Infa_Command_ConstructChinaInternetCenter
  3  = Infa_Command_ConstructChinaBarracks
  4  = Infa_Command_ConstructChinaAirfield
  5  = Infa_Command_ConstructChinaSupplyCenter
  6  = Infa_Command_ConstructChinaPropagandaCenter
  7  = Infa_Command_ConstructChinaBunker
  8  = Infa_Command_ConstructChinaSpeakerTower
  9  = Infa_Command_ConstructChinaGattlingCannon
 10  = Infa_Command_ConstructChinaNuclearMissileLauncher
 11  = Infa_Command_ConstructChinaWarFactory
 12  = Infa_Command_ConstructChinaCommandCenter
 13  = Infa_Command_ConstructChinaNavalYard
 14  = Command_DisarmMinesAtPosition
End

CommandSet Infa_ChinaDozerCommandSetUpgraded
  1  = Infa_Command_ConstructChinaPowerPlant
  2  = Infa_Command_ConstructChinaInternetCenter
  3  = Infa_Command_ConstructChinaBarracks
  4  = Infa_Command_ConstructChinaAirfield
  5  = Infa_Command_ConstructChinaSupplyCenter
  6  = Infa_Command_ConstructChinaPropagandaCenter
  7  = Infa_Command_ConstructChinaBunker2
  8  = Infa_Command_ConstructChinaSpeakerTower
  9  = Infa_Command_ConstructChinaGattlingCannon
 10  = Infa_Command_ConstructChinaNuclearMissileLauncher
 11  = Infa_Command_ConstructChinaWarFactory
 12  = Infa_Command_ConstructChinaCommandCenter
 13 = Command__ConstructChinaNavalYard
 14 = Command_DisarmMinesAtPosition
End

Do you know what the problem is and can you test it for yourself :p .

Edited by THEEVERGOD, 17 May 2007 - 11:41 PM.

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#20 00 Nobody

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Posted 18 May 2007 - 01:45 AM

Put the SEC at the end, then hunt through the .big file for the module that changes the command set after the upgrade. make it read "UpgradedSEC" and put a SEC at the end of the command set. the module you are looking for will read ModuleTag_## though i am not sure which one it is. look for it in the infantry general dozer's ini. to help you reach it quickly, do CTRL+F and type in "Engineering"

Edited by 00 Nobody, 18 May 2007 - 01:47 AM.

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