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Offline smokezalot16  
#1 Posted : Saturday, January 21, 2017 8:20:14 AM(UTC)
smokezalot16
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i need to know how i can add chinese nuclear carpet bombing to US airforce General. Here is the Nuke carpet bomb science -
Science Early_SCIENCE_ChinaCarpetBombNuke
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank5
SciencePurchasePointCost = 3
IsGrantable = Yes
DisplayName = SCIENCE:ChinaCarpetBombNuke
Description = CONTROLBAR:ToolTipChinaScienceCarpetBombNuke
End

Here is Where i want to put it
CommandSet AirF_SCIENCE_AMERICA_CommandSetRank3
1 = Command_PurchaseScienceLeafletDrop
2 = Command_PurchaseSciencePathfinder
4 = Command_PurchaseScienceHelicopterReinforcements1
5 = Command_PurchaseScienceHelicopterReinforcements2
6 = Command_PurchaseScienceHelicopterReinforcements3
8 = Command_PurchaseScienceSpectreGunship1
9 = Command_PurchaseScienceSpectreGunship2
10 = Early_Command_PurchaseScienceEmergencyRepair2
11 = Early_Command_PurchaseScienceEmergencyRepair3
13 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1
14 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2
15 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3
END
I want to get rid of 1 = Command_PurchaseScienceLeafletDrop and put Early_Command_PurchaseScienceCarpetBombNuke , I dont know Why It says "Early_Command" is this a problem? Should I Delete the "Early_" Part? Any Help would be Appriciated - Thank you
Sponsor
Offline Zatsupachi  
#2 Posted : Saturday, January 21, 2017 9:40:26 AM(UTC)
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-You can make a copy of that SCIENCE. And change SCIENCE_CHINA to SCIENCE_AMERICA.

-Add the PurchaseScience button to that CommandSet

-The PurchaseScience your looking for is probably Nuke_SCIENCE_CHINA_CommandSetRank8.

-Then add the OCLSpecialPower from Nuke_ChinaCommandCenter to the correct CommandCenter.

-Then update that CommandCenter's CommandSet with Nuke_Command_ChinaCarpetBomb on that CommandCenter's CommandSet.

-And update AirF_SpecialPowerShortcutUSA with Nuke_Command_ChinaCarpetBombFromShortcut.

Edited by user Saturday, January 21, 2017 9:43:57 AM(UTC)  | Reason: Not specified

"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
thanks 1 user thanked Zatsupachi for this useful post.
CommieDog on 1/22/2017(UTC)
Offline klingondragon  
#3 Posted : Saturday, January 21, 2017 1:58:00 PM(UTC)
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thanks 1 user thanked klingondragon for this useful post.
CommieDog on 1/22/2017(UTC)
Offline smokezalot16  
#4 Posted : Monday, January 23, 2017 8:03:28 AM(UTC)
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Thanks guys you helped me figure it out - one more question .. whats a module tag? i know i need it for generals power to work but one of the powers im trying to use doesnt have a module tag i can just copy and paste from a faction command center ini. any idea what it is and how i might create one? Does the moduletag number mean any thing? HELP . and thank you Smile
Offline klingondragon  
#5 Posted : Monday, January 23, 2017 8:25:15 AM(UTC)
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All modules should have a unique module tag. EA uses ascending numbers. Often modders use very high numbers or add letters to the tags to ensure they don't conflict with existing modules.
Offline smokezalot16  
#6 Posted : Monday, January 23, 2017 8:37:31 AM(UTC)
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is there any way to open up the list of module tags? i use Final.big , is it availible in there at all?
Offline klingondragon  
#7 Posted : Monday, January 23, 2017 8:51:51 AM(UTC)
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It really doesn't matter what the tag is. It matters what the module behavior is.
Code:
  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 5.0
  End

Offline Zatsupachi  
#8 Posted : Monday, January 23, 2017 12:37:24 PM(UTC)
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Here's a thread linking the list of ModuleTags: http://www.cnclabs.com/f...List-of-INI-modules.aspx
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline klingondragon  
#9 Posted : Monday, January 23, 2017 12:39:47 PM(UTC)
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Again, Those aren't actually the module tags.
Offline CommieDog  
#10 Posted : Tuesday, January 24, 2017 4:37:03 AM(UTC)
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Originally Posted by: smokezalot16 Go to Quoted Post
is there any way to open up the list of module tags? i use Final.big , is it availible in there at all?

Any string can be a module tag, as long as it's unique. The following module is valid:
Code:
  Behavior = PhysicsBehavior MyModIsTheBestestModEVAR
    Mass = 5.0
  End
UserPostedImage
CommieDog: Because someone has to do your dirty work for you
thanks 1 user thanked CommieDog for this useful post.
klingondragon on 1/24/2017(UTC)
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