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Change the current shellmap (or at least a modified vanilla version)
Private Joined: 11/21/2017(UTC) Posts: 5 Location: Mars
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Again, topic says it all. I am almost finished with my current (and first :>) shellmap and I want to know how to have Generals Zero Hour and POSSIBLY the base Generals use a different map, even if it is a modified version of the vanilla shell. I have tried to put a 'Maps' folder in the ZH folder that has the modified shell folder w/ the map and .tga in it, the game didn't care to use it, so Zero Hour>Maps>ShellmapModded>shellmapmodded.map / shellmapmodded.tga
I appreciate any help given, want to make this first a really neat one. Thanks.
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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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Well , as I've seen Shellmap is mentioned in GameData.ini of which you have 2 Choises : 1. Set the Right Name for your Shellmap , so Game will Prefer to Open yours instead of the Original in big file ... Maps\ShellMapMD\ShellMapMD.map - TGA file also is just an image of your map you'll see when want to choose a map to play in skirmish , so not needed (AT ALL! ) . 2. Go to GameData.ini & Modify your Game ... NOTE : In Case you don't have any Big extractor , You can use the File I've just sent . Just put it in the Following : "Your Zero Hour (Anything it's called)"\Data\INI\*PutHere* Otherwise , Extract the INI big file , Go to Data\INI\GameData.ini and Change the Line at the Top : GameData ==> GameData ShellMapName = Maps\ShellMapMD\ShellMapMD.map ==> ShellMapName = Maps\ShellmapModded\ShellmapModded.map And you are Done |
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: 11/21/2017(UTC) Posts: 5 Location: Mars
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Okay, seems easy enough. Just redirect the game to check out your own shellmap instead rather than the vanilla. I also installed the FinalBIG thingy, pretty big help.
I'd like to end with a final question (unless I run in to an unexpected snag): I saw a post regarding the use of the map.ini, but I got really lost in it half-way through. I am wanting to ask how I can change the range of my tomahawk missile launchers. When I try changing the number in it's range, the game crashes, so I am pretty sure I need to have like some module tag to help that work...
Thanks!
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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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So , You want your Tomahawks to have a larger Range ... All you'll need is to Set the AttackRange to what you want , but anyways 350 is so large itself . Code:Weapon TomahawkMissileWeapon
PrimaryDamage = 150.0
PrimaryDamageRadius = 10.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0
AttackRange = 350.0 ; Here I am , Modify !
PreAttackDelay = 250
PreAttackType = PER_SHOT
MinimumAttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_TomahawkIgnition
ProjectileObject = TomahawkMissile
ProjectileExhaust = TomahawkMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust
ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = TomahawkWeapon
DelayBetweenShots = 1
ClipSize = 1
ClipReloadTime = 7000
CapableOfFollowingWaypoints = Yes
ProjectileCollidesWith = STRUCTURES
End
Also For More Support you can add to Tomahawks' Vision Range . So , when you use Guard it can Protect much more of the Land ! Quote:Object AmericaVehicleTomahawk VisionRange = 180 End Note to add both in INI , Order is not important . Good Luck Edited by user Thursday, December 7, 2017 3:45:05 AM(UTC)
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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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You cannot modify projectile based weapons with map.ini |
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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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Well , yeah sorry ; I shouldn't have been so lazy and at least given it a try I actually thought we can not add our own's Projectiles but this one is so ..... It does nothing Edited by user Thursday, December 7, 2017 11:14:14 PM(UTC)
| Reason: Not specified |
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: 6/11/2017(UTC) Posts: 16 Location: Viipuri Thanks: 6 times Was thanked: 9 time(s) in 4 post(s)
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Originally Posted by: SkyMix_RMT You cannot modify projectile based weapons with map.ini but you can create new weapon ;)
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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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True, but it cannot be projectile based. |
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Change the current shellmap (or at least a modified vanilla version)
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