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Offline Brotherhood_of_Nod  
#1 Posted : Wednesday, December 6, 2017 6:46:44 PM(UTC)
Brotherhood_of_Nod
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Location: Mars

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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Offline Unknown Editor  
#2 Posted : Wednesday, December 6, 2017 10:08:18 PM(UTC)
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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! ) . Cool

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 Thumb Up
File Attachment(s):
GameData.zip (7kb) downloaded 24 time(s).
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%
Offline Brotherhood_of_Nod  
#3 Posted : Thursday, December 7, 2017 2:39:09 AM(UTC)
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Location: Mars

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!
Offline Unknown Editor  
#4 Posted : Thursday, December 7, 2017 3:43:16 AM(UTC)
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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 Wink

Edited by user Thursday, December 7, 2017 3:45:05 AM(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%
Offline SkyMix_RMT  
#5 Posted : Thursday, December 7, 2017 7:53:03 AM(UTC)
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You cannot modify projectile based weapons with map.ini
Check out:

My Music (Techno/House/Experimental)

My Website (GeneralsCentral)

My Youtube Channel (Inactive)

World Builder Community Discord
Offline Unknown Editor  
#6 Posted : Thursday, December 7, 2017 11:13:41 PM(UTC)
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Well , yeah sorry ; I shouldn't have been so lazy and at least given it a try Ashamed

I actually thought we can not add our own's Projectiles but this one is so .....

It does nothing Disapprove

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%
Offline Romka beton  
#7 Posted : Friday, December 8, 2017 3:52:16 PM(UTC)
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Originally Posted by: SkyMix_RMT Go to Quoted Post
You cannot modify projectile based weapons with map.ini


but you can create new weapon ;)
Offline SkyMix_RMT  
#8 Posted : Friday, December 8, 2017 6:07:37 PM(UTC)
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True, but it cannot be projectile based.
Check out:

My Music (Techno/House/Experimental)

My Website (GeneralsCentral)

My Youtube Channel (Inactive)

World Builder Community Discord
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