General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Can you please answer all these questions in this topic-that might help other modders or playerEdited by user Wednesday, September 14, 2016 1:35:58 AM(UTC)
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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How to build a team that will be used for 100 times or more?
by what? -changing maximum quantity -use scripts and change ..seconds of deployment and click the box |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Can you post a code here of these unit pls a terrorist a policeman a ranger a humvee
or just say to me where can i see all of those in game folders.Edited by user Wednesday, September 14, 2016 1:41:43 AM(UTC)
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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: adrianemapmaker Can you post a code here of these unit pls a terrorist a policeman a ranger a humvee
or just say to me where can i see all of those in game folders. You'll have to download FinalBIG and then open a file called INIZH.BIG with that program, and select extract all, then extract to either generals folder or the data folder. Then for the terrorist code, search in the GLAUnits.ini (As far as I remember :) the ranger is in USAUnits.ini (Units or Infantry). And the HumV in USAvehicle.ini. As for the policeman, I think it's CivlianSOMETHING.ini. Good luck, enjoy it. INIZH.BIG is found the the zero hour directory. If you are doing it the vanilla generals, it will be called INI.BIG. I can't post the codes as I don't have CnC on this PC :) |
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UTD^Force
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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: adrianemapmaker How to build a team that will be used for 100 times or more?
by what? -changing maximum quantity -use scripts and change ..seconds of deployment and click the box Try learning this one from the mission maps. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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another question
how can you delete a fog for a second then it will back
for a mission that will need camera that need a scene |
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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: adrianemapmaker another question
how can you delete a fog for a second then it will back
for a mission that will need camera that need a scene I don't understand what do you mean by fog? |
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UTD^Force
Moderator and former map reviewer CnC Labs |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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THE BLACK FOG MAN THAT COVER THE MAP |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Need help on a train that will spawn and gone after unloading some civilians to rescued by the helicopters Main objectivetrain will gone in map using censored-area train will spawn in a waypoint if this is right scripts , need a comment[unit]spawn-"named unit" on a "team" on a "waypoint" [unit]follow exactly a waypoint {after it spawned} [unit]kill a specific unit {after it enters the area} in **if**[unit]enters an area Edited by user Friday, September 16, 2016 5:21:08 AM(UTC)
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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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: adrianemapmaker THE BLACK FOG MAN THAT COVER THE MAP Scripting - Actions if true - map - shroud or reveal. As I remember. |
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UTD^Force
Moderator and former map reviewer CnC Labs |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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.question1 What script is for those skirmish ai that ai will capture a capture-able building in far location coz my ai doesn't capture any capture-able buildings in far location only near location?
.question2 what script is for those skirmish ai will garrison a specific building in a far or near location? |
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Private Joined: 9/13/2013(UTC) Posts: 33
Was thanked: 4 time(s) in 2 post(s)
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For garrison buildings unit > garrison > specific building (needs to be named unit type of building) or nearby building (near to the unit location For capturing , not sure, maybe use ability, unit > command button > use ability on unit, or object but the ability window is empty in my worldbuilder Edited by user Tuesday, October 25, 2016 8:45:38 AM(UTC)
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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ini. problems this is my second attempt to modify my ini the carpet bomber ini, i using the first version of general that doesn,t have any expansion pack i have questions if i just missed to place a command button in a ini it will crash the game??? just like this "ive forgot to place the spy satellite command button" Code:CommandSet AmericaCommandCenterCommandSet
1 = Command_ConstructAmericaDozer
9 = Command_CarpetBomb
10 = Command_RallyPoint
12 = Command_Sell
End
Object AmericaCommandCenter
AddModule
Behavior = OCLSpecialPower ModuleTag_Override01
SpecialPowerTemplate = SuperweaponCarpetBomb
OCL = SUPERWEAPON_CarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
End
End
i already test this one it doesn't work what will i change or do Edited by user Thursday, October 27, 2016 5:48:04 AM(UTC)
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Colonel Joined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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I'm not much use when it comes to modding, but have you checked for typos? Haha. |
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