Private Joined: 9/2/2014(UTC) Posts: 16 Thanks: 1 times
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hi, i want to use map.ini to create a garrisonable limo to carry 3 infantry in it... please help me. (generals zero hour)
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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here you go, I mostly give credit to UTD^Force for having already done a garrisonable Double Decker Tour Bus: Code:
;Garrisonable limos, code by UTD^Force and Gameanater
Object CarLimo1
AddModule ModuleTag_Transport
Behavior = TransportContain ModuleTag_Transport_Override
Slots = 5
AllowInsideKindOf = INFANTRY
DamagePercentToUnits = 10%
GoAggressiveOnExit = No
PassengersAllowedToFire = Yes
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
End
End
;----------
CommandSet = GLAVehicleTechnicalCommandSet
End
Object CarLimo2
AddModule ModuleTag_Transport
Behavior = TransportContain ModuleTag_Transport_Override
Slots = 5
AllowInsideKindOf = INFANTRY
DamagePercentToUnits = 10%
GoAggressiveOnExit = No
PassengersAllowedToFire = Yes
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
End
End
;----------
CommandSet = GLAVehicleTechnicalCommandSet
End
Object CarLimo3
AddModule ModuleTag_Transport
Behavior = TransportContain ModuleTag_Transport_Override
Slots = 5
AllowInsideKindOf = INFANTRY
DamagePercentToUnits = 10%
GoAggressiveOnExit = No
PassengersAllowedToFire = Yes
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
End
End
;----------
CommandSet = GLAVehicleTechnicalCommandSet
End
;GLA Leader's limo
Object ShiekLimo
AddModule ModuleTag_Transport
Behavior = TransportContain ModuleTag_Transport_Override
Slots = 5
AllowInsideKindOf = INFANTRY
DamagePercentToUnits = 10%
GoAggressiveOnExit = No
PassengersAllowedToFire = Yes
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
End
End
;----------
CommandSet = GLAVehicleTechnicalCommandSet
End
Just to warn you, I JUST now made this code (with UTD^'s as a base), and I haven't tested it. Also, I'm not sure, but the Limos might try to shoot through walls as it is... Let me know if it works. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
3 users thanked Gameanater for this useful post.
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Private Joined: 9/2/2014(UTC) Posts: 16 Thanks: 1 times
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works great!!!! it works for other units too!!! also if you can help in anthor thing... i created a player on the map, and create agroup that belongs to the player, when i tell the group to follow a waypoint they do nothing and in general units do not enter limo by script...
thanks any way!!
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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I'm glad it works! And... I have no idea why that'd be happening. I'd have to look at the map itself to see, |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Private Joined: 2/21/2015(UTC) Posts: 5 Location: Illinois
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sorry this is late, but could you give me a thorough tutorial on this? i'm sort of new to editing INI so I haven't been able to do this without crashing my game... if you would it would be nice but if you refuse to i understand
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Originally Posted by: cj91198 sorry this is late, but could you give me a thorough tutorial on this? i'm sort of new to editing INI so I haven't been able to do this without crashing my game... if you would it would be nice but if you refuse to i understand I would suggest to start with something even simpler than this if you are new. Did you copy the exact code? Btw, no one will refuse to help. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 2/21/2015(UTC) Posts: 5 Location: Illinois
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yeah, i copied the exact code... i, used to do this. the only reason i said i was new is because i haven't done this in a long time
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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I can't see why would it crash... Does the game when launched crash or is it the map? |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 2/21/2015(UTC) Posts: 5 Location: Illinois
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when launched... it will go to launch and on the launch screen it will load for about 10 seconds and then say Generals.exe has stopped working
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Private Joined: 2/21/2015(UTC) Posts: 5 Location: Illinois
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do i have to put it in a certain spot or can i just paste it at the bottom of the INI
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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This should be put in a map.ini file in the map's folder. Path: My Documents > Command & Conquer Generals Zero Hour Data> Maps> YourMap's Folder> Now create a text document, paste the code and save as map.ini
That code won't work in a file in the .ini folder in the game's directory, because you're adding modules to a place where you should just define the module.
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 2/21/2015(UTC) Posts: 5 Location: Illinois
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Alright... that's all that confused me thanks
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: UTD^Force That code won't work in a file in the .ini folder in the game's directory, because you're adding modules to a place where you should just define the module.
Originally Posted by: cj91198 Alright... that's all that confused me thanks Basically in a map.ini, you're adding stuff to the existing stuff, or changing them. You can't create entirely new stuff. It's all about working with the existing stuff. In normal modding, you CAN make new stuff, and are less limited than in a map.ini. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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