Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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So guys, if you are making a map.ini or have one, here's a very important tip: Never use "ReplaceModule". Always use "RemoveModule" then "AddModule", "why" you ask? Well, my entire map.ini for operation kihill beach only used replacemodules, and it works fine. But not always. Sometimes the game will just randomly crash for no reason, sometimes you can't load saves. Sometimes it's unplayable. Untill I deleted every "RemoveModule" and replaced it with "RemoveModule" then "AddModule". These random crashes have been hapening on my map for almost a year, and I, finnaly. FIXED THE GOD DAMN MAP! Which means that whoever applied for play testing my map will get their copies soon!! ^-^ Enjoy and happy mapping/modding generals!!! Edited by user Wednesday, October 11, 2017 5:59:20 PM(UTC)
| Reason: Not specified |
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2 users thanked SkyMix_RMT for this useful post.
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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: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Interesting find. Also, language |
one soul at a time |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Yup. I mentioned that replace modules were a bad idea in my intro to map.ini
Replace modules take up a lot of unnecessary space, and causes a lot of crashes. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
2 users thanked Annihilationzh for this useful post.
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Colonel Joined: 10/13/2008(UTC) Posts: 782
Thanks: 7 times Was thanked: 201 time(s) in 147 post(s)
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It's a nice feeling to finally fixing a really annoying bug, isn't it? ;) All the more if it seems fully sporadic. Edited by user Tuesday, October 17, 2017 7:14:41 PM(UTC)
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Don't wanna battle with a high amount of People ... But for one thing , are you sure ? I mean I have 95kb INI in which I have used "ReplaceModule" whenever Possible but never got any Random Crashes in this about 5 Months of making my Map . Sometimes even by Scripts but not INI . Untile ONCE : I was Using a Mod (Advanced AI) in which I would take a Random crash once in a while in my Map ! Edited by user Wednesday, October 18, 2017 9:25:19 PM(UTC)
| Reason: Sorry , I mentioned it 3.5 Months , it was about 5 Months ... |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Originally Posted by: Unknown Editor I have 95kb INI in which I have used "ReplaceModule" the INI for Kihill Beach is 185 KB, maybe it starts crashing only when you hit a certain size? |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Originally Posted by: Unknown Editor I mean I have 95kb INI in which I have used "ReplaceModule" whenever Possible but never got any Random Crashes in this 3.5 Months of making my Map It depends on the individual module. Some modules won't crash at all, some crash on startup, others just make the game unstable. I haven't tested it in years, but IIRC health modules crash every time. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Originally Posted by: Annihilationzh It depends on the individual module. Some modules won't crash at all, some crash on startup, others just make the game unstable.
I haven't tested it in years, but IIRC health modules crash every time.
Well , to be honest whatever I have added as NEW I tested at the Time but I don't really think "ReplaceModule" could cause much Trouble , You know : Most the Starting or Game Loading causes were UNSTABLE in all the Cases (even when used "Add/RemoveModule"). Some things that C&C Excellent GAME ENGINE (I really like it , not making fun of) could not Support and do the Orders for But I replaced most of them with sth More EFFICIENT (in Size & of Course WORK) Some of them also should just have been Removed to let the others Work However much more of Random Crashes or Mismatches were done by the Scripts in my Map ... Stay away from this Scripts , they are Dangerous But seriously my map has almost everything , Just look at the Index here :
Code:; INI Index List :
; 1.0: SOUND
; 1.1: Music Tracks
; 1.2: Speech Dialogs
; 1.3: Sound Events
; 2.0: OCL
; 2.1: Object Creation List
; 2.2: Special Power
; 3.0: COMMAND BUTTON
; 3.1: Default
; 3.2: Mapped Images
; 4.0: COMMAND SET
; 4.1: Default
; 4.2: Remove Command Buttons
; 4.3: Special Power Shortcut
; 4.4: Generals Science Buttons
; 4.5: Generals Sciences
; 5.0: WEAPON
; 5.1: Machine Gun
; 5.2: Explotion
; 6.0: LOCOMOTOR
; 6.1: Ground
; 6.2: Water
; 7.0: PARTICLE
; 7.1: FXList
; 7.2: Objects
; 8.0: OBJECT
; 8.1: Custom Buildings
; 8.2: Custom Units
; 8.3: Custom Props
; 8.4: CINE Units
; 8.5: Commanders
; 8.6: Reveal Objects
; 8.7: Build Limitations
; 8.8: Crates Data
; 9.0: PLAYER & MAP
; 9.1: Player Templates
; 9.2: Train
Edited by user Wednesday, October 18, 2017 9:26:08 PM(UTC)
| Reason: Setting a Reason for Edit :D |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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Private Joined: 9/27/2017(UTC) Posts: 14 Location: Berlin
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How I must fix it in my ini? I am a absolut beginner ^^ Or can everyone fix it for me please?
;############################### ; #### Start of OilDerrick #### ;###############################
Object TechOilDerrick ReplaceModule ModuleTag_03 Body = ActiveBody ModuleTag_03_Override MaxHealth = 1975.0 ; original = 2000.0 InitialHealth = 1975.0 ; original = 2000.0 End End ReplaceModule ModuleTag_04 Behavior = AutoDepositUpdate ModuleTag_04_Override DepositTiming = 300 DepositAmount = 5 InitialCaptureBonus = 1000 End End End
;original deposit timing=12000 milliseconds, deposit amount=200, initial capture bonus=1000
; #### End of OilDerrick #### ;#############################
;#################################### ; #### Start of "no moneymaker" #### ;####################################
Object AmericaSupplyDropZone MaxSimultaneousOfType = 6 End
Object AirF_AmericaSupplyDropZone MaxSimultaneousOfType = 6 End
Object Lazr_AmericaSupplyDropZone MaxSimultaneousOfType = 6 End
Object SupW_AmericaSupplyDropZone MaxSimultaneousOfType = 6 End
Object ChinaInfantryHacker MaxSimultaneousOfType = 12 End
Object Infa_ChinaInfantryHacker MaxSimultaneousOfType = 12 End
Object Nuke_ChinaInfantryHacker MaxSimultaneousOfType = 12 End
Object Tank_ChinaInfantryHacker MaxSimultaneousOfType = 12 End
Object GLABlackMarket MaxSimultaneousOfType = 6 End
Object Demo_GLABlackMarket MaxSimultaneousOfType = 6 End
Object Slth_GLABlackMarket MaxSimultaneousOfType = 6 End
Object Chem_GLABlackMarket MaxSimultaneousOfType = 6 End
; #### End of "no moneymaker" #### ;##################################
;############################## ; #### Start of Ambulance #### ;############################## ; Ambulance no longer heals vehicles and can hold 4 infantry units
;### Changing usa
Object AmericaVehicleMedic ReplaceModule ModuleTag_06 Behavior = TransportContain ModuleTag_06_Override Slots = 4 ;original 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End End
ReplaceModule ModuleTag_23 Behavior = AutoHealBehavior ModuleTag_23_Override HealingAmount = 0 ;original 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End End End
Object AmericaVehicleBattleDrone ReplaceModule ModuleTag_07 Behavior = SlavedUpdate ModuleTag_07_Override GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60% )before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End End End
;### Changing Usa air force
Object AirF_AmericaVehicleMedic ReplaceModule ModuleTag_06 Behavior = TransportContain ModuleTag_06_Override Slots = 4 ;original 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End End
ReplaceModule ModuleTag_23 Behavior = AutoHealBehavior ModuleTag_23_Override HealingAmount = 0 ;original 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End End End
Object AirF_AmericaVehicleBattleDrone ReplaceModule ModuleTag_07 Behavior = SlavedUpdate ModuleTag_07_Override GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60%) before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End End End
;### Changing usa laser
Object Lazr_AmericaVehicleMedic ReplaceModule ModuleTag_06 Behavior = TransportContain ModuleTag_06_Override Slots = 4 ;original 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End End
ReplaceModule ModuleTag_23 Behavior = AutoHealBehavior ModuleTag_23_Override HealingAmount = 0 ;original 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End End End
Object Lazr_AmericaVehicleBattleDrone ReplaceModule ModuleTag_07 Behavior = SlavedUpdate ModuleTag_07_Override GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60% )before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End End End
;### Changing usa super weapon
Object SupW_AmericaVehicleMedic ReplaceModule ModuleTag_06 Behavior = TransportContain ModuleTag_06_Override Slots = 4 ;original 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End End
ReplaceModule ModuleTag_23 Behavior = AutoHealBehavior ModuleTag_23_Override HealingAmount = 0 ;original 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End End
End
Object SupW_AmericaVehicleBattleDrone ReplaceModule ModuleTag_07 Behavior = SlavedUpdate ModuleTag_07_Override GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60% )before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End End End
; #### End of Ambulance #### ;############################
;############################### ; #### Start of Propaganda #### ;############################### ; puts all nuclear missile upgrades on propaganda center ; nuke mig upgrade disabled
Object Nuke_ChinaAirfield CommandSet = Nuke_ChinaAirfieldCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Nuke_ChinaAirfieldCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Nuke_ChinaAirfieldCommandSet2 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End
CommandSet Nuke_ChinaAirfieldCommandSetUpgrade2 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End
;###
Object ChinaNuclearMissileLauncher CommandSet = ChinaNuclearMissileCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = ChinaNuclearMissileCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet ChinaNuclearMissileCommandSet2 1 = Command_NeutronMissile 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet ChinaNuclearMissileCommandSetUpgrade2 1 = Command_NeutronMissile 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Nuke_ChinaNuclearMissileLauncher CommandSet = Nuke_ChinaNuclearMissileCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Nuke_ChinaNuclearMissileCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Nuke_ChinaNuclearMissileCommandSet2 1 = Nuke_Command_NeutronMissile 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade2 1 = Nuke_Command_NeutronMissile 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Tank_ChinaNuclearMissileLauncher CommandSet = Tank_ChinaNuclearMissileCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Tank_ChinaNuclearMissileCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Tank_ChinaNuclearMissileCommandSet2 1 = Command_NeutronMissile 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade2 1 = Command_NeutronMissile 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Infa_ChinaNuclearMissileLauncher CommandSet = Infa_ChinaNuclearMissileCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Infa_ChinaNuclearMissileCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Infa_ChinaNuclearMissileCommandSet2 1 = Command_NeutronMissile 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade2 1 = Command_NeutronMissile 12 = Command_UpgradeEMPMines 14 = Command_Sell End
;###
Object ChinaPropagandaCenter CommandSet = ChinaPropagandaCenterCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = ChinaPropagandaCenterCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet ChinaPropagandaCenterCommandSet2 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet ChinaPropagandaCenterCommandSetUpgrade2 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Nuke_ChinaPropagandaCenter CommandSet = Nuke_ChinaPropagandaCenterCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Nuke_ChinaPropagandaCenterCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Nuke_ChinaPropagandaCenterCommandSet2 1 = Command_UpgradeChinaNationalism 2 = Nuke_Command_UpgradeChinaIsotopeStability 3 = Command_UpgradeChinaSubliminalMessaging 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Nuke_ChinaPropagandaCenterCommandSetUpgrade2 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Infa_ChinaPropagandaCenter CommandSet = Infa_ChinaPropagandaCenterCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Infa_ChinaPropagandaCenterCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Infa_ChinaPropagandaCenterCommandSet2 1 = Command_UpgradeChinaFanaticism 3 = Command_UpgradeChinaSubliminalMessaging 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Infa_ChinaPropagandaCenterCommandSetUpgrade2 1 = Command_UpgradeChinaFanaticism 3 = Command_UpgradeChinaSubliminalMessaging 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Tank_ChinaPropagandaCenter CommandSet = Tank_ChinaPropagandaCenterCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Tank_ChinaPropagandaCenterCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Tank_ChinaPropagandaCenterCommandSet2 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Tank_ChinaPropagandaCenterCommandSetUpgrade2 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeEMPMines 14 = Command_Sell End
; #### End of Propaganda #### ;#############################
Mig part with the napalm migs for nuke general not working in moment
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Originally Posted by: BacardiCoke How I must fix it in my ini? I am a absolut beginner ^^ Or can everyone fix it for me please?
;############################### ; #### Start of OilDerrick #### ;###############################
Object TechOilDerrick ReplaceModule ModuleTag_03 Body = ActiveBody ModuleTag_03_Override MaxHealth = 1975.0 ; original = 2000.0 InitialHealth = 1975.0 ; original = 2000.0 End End ReplaceModule ModuleTag_04 Behavior = AutoDepositUpdate ModuleTag_04_Override DepositTiming = 300 DepositAmount = 5 InitialCaptureBonus = 1000 End End End
;original deposit timing=12000 milliseconds, deposit amount=200, initial capture bonus=1000
; #### End of OilDerrick #### ;#############################
;#################################### ; #### Start of "no moneymaker" #### ;####################################
Object AmericaSupplyDropZone MaxSimultaneousOfType = 6 End
Object AirF_AmericaSupplyDropZone MaxSimultaneousOfType = 6 End
Object Lazr_AmericaSupplyDropZone MaxSimultaneousOfType = 6 End
Object SupW_AmericaSupplyDropZone MaxSimultaneousOfType = 6 End
Object ChinaInfantryHacker MaxSimultaneousOfType = 12 End
Object Infa_ChinaInfantryHacker MaxSimultaneousOfType = 12 End
Object Nuke_ChinaInfantryHacker MaxSimultaneousOfType = 12 End
Object Tank_ChinaInfantryHacker MaxSimultaneousOfType = 12 End
Object GLABlackMarket MaxSimultaneousOfType = 6 End
Object Demo_GLABlackMarket MaxSimultaneousOfType = 6 End
Object Slth_GLABlackMarket MaxSimultaneousOfType = 6 End
Object Chem_GLABlackMarket MaxSimultaneousOfType = 6 End
; #### End of "no moneymaker" #### ;##################################
;############################## ; #### Start of Ambulance #### ;############################## ; Ambulance no longer heals vehicles and can hold 4 infantry units
;### Changing usa
Object AmericaVehicleMedic ReplaceModule ModuleTag_06 Behavior = TransportContain ModuleTag_06_Override Slots = 4 ;original 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End End
ReplaceModule ModuleTag_23 Behavior = AutoHealBehavior ModuleTag_23_Override HealingAmount = 0 ;original 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End End End
Object AmericaVehicleBattleDrone ReplaceModule ModuleTag_07 Behavior = SlavedUpdate ModuleTag_07_Override GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60% )before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End End End
;### Changing Usa air force
Object AirF_AmericaVehicleMedic ReplaceModule ModuleTag_06 Behavior = TransportContain ModuleTag_06_Override Slots = 4 ;original 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End End
ReplaceModule ModuleTag_23 Behavior = AutoHealBehavior ModuleTag_23_Override HealingAmount = 0 ;original 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End End End
Object AirF_AmericaVehicleBattleDrone ReplaceModule ModuleTag_07 Behavior = SlavedUpdate ModuleTag_07_Override GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60%) before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End End End
;### Changing usa laser
Object Lazr_AmericaVehicleMedic ReplaceModule ModuleTag_06 Behavior = TransportContain ModuleTag_06_Override Slots = 4 ;original 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End End
ReplaceModule ModuleTag_23 Behavior = AutoHealBehavior ModuleTag_23_Override HealingAmount = 0 ;original 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End End End
Object Lazr_AmericaVehicleBattleDrone ReplaceModule ModuleTag_07 Behavior = SlavedUpdate ModuleTag_07_Override GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60% )before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End End End
;### Changing usa super weapon
Object SupW_AmericaVehicleMedic ReplaceModule ModuleTag_06 Behavior = TransportContain ModuleTag_06_Override Slots = 4 ;original 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End End
ReplaceModule ModuleTag_23 Behavior = AutoHealBehavior ModuleTag_23_Override HealingAmount = 0 ;original 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End End
End
Object SupW_AmericaVehicleBattleDrone ReplaceModule ModuleTag_07 Behavior = SlavedUpdate ModuleTag_07_Override GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60% )before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End End End
; #### End of Ambulance #### ;############################
;############################### ; #### Start of Propaganda #### ;############################### ; puts all nuclear missile upgrades on propaganda center ; nuke mig upgrade disabled
Object Nuke_ChinaAirfield CommandSet = Nuke_ChinaAirfieldCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Nuke_ChinaAirfieldCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Nuke_ChinaAirfieldCommandSet2 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End
CommandSet Nuke_ChinaAirfieldCommandSetUpgrade2 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End
;###
Object ChinaNuclearMissileLauncher CommandSet = ChinaNuclearMissileCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = ChinaNuclearMissileCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet ChinaNuclearMissileCommandSet2 1 = Command_NeutronMissile 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet ChinaNuclearMissileCommandSetUpgrade2 1 = Command_NeutronMissile 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Nuke_ChinaNuclearMissileLauncher CommandSet = Nuke_ChinaNuclearMissileCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Nuke_ChinaNuclearMissileCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Nuke_ChinaNuclearMissileCommandSet2 1 = Nuke_Command_NeutronMissile 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade2 1 = Nuke_Command_NeutronMissile 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Tank_ChinaNuclearMissileLauncher CommandSet = Tank_ChinaNuclearMissileCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Tank_ChinaNuclearMissileCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Tank_ChinaNuclearMissileCommandSet2 1 = Command_NeutronMissile 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade2 1 = Command_NeutronMissile 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Infa_ChinaNuclearMissileLauncher CommandSet = Infa_ChinaNuclearMissileCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Infa_ChinaNuclearMissileCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Infa_ChinaNuclearMissileCommandSet2 1 = Command_NeutronMissile 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade2 1 = Command_NeutronMissile 12 = Command_UpgradeEMPMines 14 = Command_Sell End
;###
Object ChinaPropagandaCenter CommandSet = ChinaPropagandaCenterCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = ChinaPropagandaCenterCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet ChinaPropagandaCenterCommandSet2 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet ChinaPropagandaCenterCommandSetUpgrade2 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Nuke_ChinaPropagandaCenter CommandSet = Nuke_ChinaPropagandaCenterCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Nuke_ChinaPropagandaCenterCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Nuke_ChinaPropagandaCenterCommandSet2 1 = Command_UpgradeChinaNationalism 2 = Nuke_Command_UpgradeChinaIsotopeStability 3 = Command_UpgradeChinaSubliminalMessaging 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Nuke_ChinaPropagandaCenterCommandSetUpgrade2 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Infa_ChinaPropagandaCenter CommandSet = Infa_ChinaPropagandaCenterCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Infa_ChinaPropagandaCenterCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Infa_ChinaPropagandaCenterCommandSet2 1 = Command_UpgradeChinaFanaticism 3 = Command_UpgradeChinaSubliminalMessaging 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Infa_ChinaPropagandaCenterCommandSetUpgrade2 1 = Command_UpgradeChinaFanaticism 3 = Command_UpgradeChinaSubliminalMessaging 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End
Object Tank_ChinaPropagandaCenter CommandSet = Tank_ChinaPropagandaCenterCommandSet2 ReplaceModule ModuleTag_25 Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Tank_ChinaPropagandaCenterCommandSetUpgrade2 TriggeredBy = Upgrade_ChinaMines End End End
CommandSet Tank_ChinaPropagandaCenterCommandSet2 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeChinaMines 14 = Command_Sell End
CommandSet Tank_ChinaPropagandaCenterCommandSetUpgrade2 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeEMPMines 14 = Command_Sell End
; #### End of Propaganda #### ;#############################
Mig part with the napalm migs for nuke general not working in moment Instead of having: Object TechOilDerrick ReplaceModule ModuleTag_03 Body = ActiveBody ModuleTag_03_Override MaxHealth = 1975.0 ; original = 2000.0 InitialHealth = 1975.0 ; original = 2000.0 End End You need to have this: Object TechOilDerrick RemoveModule ModuleTag_03 AddModule Body = ActiveBody ModuleTag_03_Override MaxHealth = 1975.0 ; original = 2000.0 InitialHealth = 1975.0 ; original = 2000.0 End End Edited by user Saturday, October 21, 2017 7:20:31 AM(UTC)
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