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Offline Reignscythe  
#1 Posted : Sunday, April 13, 2014 9:33:45 PM(UTC)
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Hey guys can you help/teach me to...

-create a portrait for my general, or atleast teach me how to display it in the game,
-make it playable in Challenge, without replacing any general..
-make a unit list or something that will show up like this in the game:

(Subfaction) Building
(Golden) War Factory
(Nuke) Battlemaster with Autoloader upgrade from Tank Battlemaster
(Tank) Gatling Tank
(Infa) Assault Troop Crawler
(Infa) Attack Outpost
(Nuke) Nuke Launcher
(Tank) Emperor Overlord

Also,
(China) MiG with an option to fire either Nuke bombs (Nuke) or Napalm (China)

And upgrades that is compatible for all units involved included.

The idea is to mix together all the best units from all sub-factions of China into one general. I know it would be OP but I just want to experience that awesomeness. (If it's good I'll try making a GLA and USA too.. but well, let's just aim low first..)

Anyways,all I can do is to create a faction, edit some of it's .ini's, strings, powers, and the text shown in loading before a skirmish battle, just like in tutorials I have found around the internet..

Thanks in advance and wish me luck..

EDIT: also, is it possible to import Tiberium Wars units into ZH? Or is there anything that can convert it to files compatible with ZH? Or do I have to re-create them for ZH by myself?

Edited by user Sunday, April 13, 2014 9:44:31 PM(UTC)  | Reason: Not specified

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Offline Gameanater  
#2 Posted : Wednesday, April 16, 2014 4:10:24 PM(UTC)
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Originally Posted by: Reignscythe Go to Quoted Post
Hey guys can you help/teach me to...

-create a portrait for my general, or atleast teach me how to display it in the game,
-make it playable in Challenge, without replacing any general..
-make a unit list or something that will show up like this in the game:

(Subfaction) Building
(Golden) War Factory
(Nuke) Battlemaster with Autoloader upgrade from Tank Battlemaster
(Tank) Gatling Tank
(Infa) Assault Troop Crawler
(Infa) Attack Outpost
(Nuke) Nuke Launcher
(Tank) Emperor Overlord

Also,
(China) MiG with an option to fire either Nuke bombs (Nuke) or Napalm (China)

And upgrades that is compatible for all units involved included.

The idea is to mix together all the best units from all sub-factions of China into one general. I know it would be OP but I just want to experience that awesomeness. (If it's good I'll try making a GLA and USA too.. but well, let's just aim low first..)

Anyways,all I can do is to create a faction, edit some of it's .ini's, strings, powers, and the text shown in loading before a skirmish battle, just like in tutorials I have found around the internet..

Thanks in advance and wish me luck..

EDIT: also, is it possible to import Tiberium Wars units into ZH? Or is there anything that can convert it to files compatible with ZH? Or do I have to re-create them for ZH by myself?


Erruurrmm.... I'm by no means a modder... Buut... That sounds crazy advanced... How much modding have you done before? lol

I guess you could modify the Boss General (Leang, who has the most bizarre combination of units possible), but... You said you didn't want to do that...

Maybe AnnihilationZH or CommieDog could help with this...

But for creating a new portrait, you could probably just take one from online or your profile picture, stick in wherever the default ZH portraits are and make sure it's the same format (jpg, png, gif, etc).

Again though, I'm NOT a modder..
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
thanks 1 user thanked Gameanater for this useful post.
Reignscythe on 4/22/2014(UTC)
Offline Reignscythe  
#3 Posted : Friday, April 18, 2014 1:58:19 AM(UTC)
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Originally Posted by: Gameanater Go to Quoted Post
Originally Posted by: Reignscythe Go to Quoted Post
Hey guys can you help/teach me to...

-create a portrait for my general, or atleast teach me how to display it in the game,
-make it playable in Challenge, without replacing any general..
-make a unit list or something that will show up like this in the game:

(Subfaction) Building
(Golden) War Factory
(Nuke) Battlemaster with Autoloader upgrade from Tank Battlemaster
(Tank) Gatling Tank
(Infa) Assault Troop Crawler
(Infa) Attack Outpost
(Nuke) Nuke Launcher
(Tank) Emperor Overlord

Also,
(China) MiG with an option to fire either Nuke bombs (Nuke) or Napalm (China)

And upgrades that is compatible for all units involved included.

The idea is to mix together all the best units from all sub-factions of China into one general. I know it would be OP but I just want to experience that awesomeness. (If it's good I'll try making a GLA and USA too.. but well, let's just aim low first..)

Anyways,all I can do is to create a faction, edit some of it's .ini's, strings, powers, and the text shown in loading before a skirmish battle, just like in tutorials I have found around the internet..

Thanks in advance and wish me luck..

EDIT: also, is it possible to import Tiberium Wars units into ZH? Or is there anything that can convert it to files compatible with ZH? Or do I have to re-create them for ZH by myself?


Erruurrmm.... I'm by no means a modder... Buut... That sounds crazy advanced... How much modding have you done before? lol

I guess you could modify the Boss General (Leang, who has the most bizarre combination of units possible), but... You said you didn't want to do that...

Maybe AnnihilationZH or CommieDog could help with this...

But for creating a new portrait, you could probably just take one from online or your profile picture, stick in wherever the default ZH portraits are and make sure it's the same format (jpg, png, gif, etc).

Again though, I'm NOT a modder..


I've read every tutorial I can find in the net, but that's all I know. Theoretically I knew what I will do, it's just that it seems I always miss something important..
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Offline Rrtaya_tsamsiyu  
#4 Posted : Friday, April 18, 2014 1:08:27 PM(UTC)
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best way to learn a bunch of what you are wanting to know might be to clone one of the existing factions, so you can see how it all works, and go from there.
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Reignscythe on 4/22/2014(UTC)
Offline Annihilationzh  
#5 Posted : Friday, April 18, 2014 2:36:28 PM(UTC)
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Here's a Boss Generals mod: http://www.gamefront.com...les/3829035/Pro_Gen_v2_4

If I've found the right version of progen, I'm pretty sure you can play the generals challenge against the new bosses.

Quote:
(China) MiG with an option to fire either Nuke bombs (Nuke) or Napalm (China)

This is not possible without major glitches.

Originally Posted by: Reignscythe Go to Quoted Post
I've read every tutorial I can find in the net, but that's all I know. Theoretically I knew what I will do, it's just that it seems I always miss something important..

If you get stuck, you're free to post your code here for troubleshooting.

Edited by user Friday, April 18, 2014 2:38:13 PM(UTC)  | Reason: Not specified

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.
thanks 1 user thanked Annihilationzh for this useful post.
Reignscythe on 4/22/2014(UTC)
Offline Reignscythe  
#6 Posted : Saturday, April 19, 2014 2:11:44 AM(UTC)
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First things first; I want Taeyeon to be my General's portrait. Problem is, it doesn't appear on the loading screen. I used Imagepacker, GeneralsCameoMapper and Photoshop to convert the .jpg file to .tga..

Trial 1:
I put the ini file generated by GeneralsCameoMapper in TextureSize_512 and HandCreated but nothing happened. The .tga file is in Art>Textures..

Trial 2:
I opened the image in Imagepacker, saved it as a new .tga, and replaced the old pic.. Created a new ini, and tried putting it in the TextureSize_512, nothing happened, then moved it in HandCreated, it crashed..

Is there something that I might have missed? Or am I doing it wrong?

Edited by user Saturday, April 19, 2014 2:24:46 AM(UTC)  | Reason: forgot to upload attachments..

File Attachment(s):
tga.zip (537kb) downloaded 77 time(s).
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Offline acidbrain  
#7 Posted : Saturday, April 19, 2014 5:36:25 AM(UTC)
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The texture
You have to put the gens pic texture in C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\english\Art\Textures, so go to the game root and open the 'Data' folder, now open the 'English' folder and create a new folder called 'Art', open the 'Art' folder and create a new folder called 'Textures', open the 'Textures' folder and put your gens tga file in there.

MappedImages
It's best imho to create a new ini for a new general in MappedImages so create a new ini in C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\INI\MappedImages\TextureSize_512 and call it 'UserInterface512_GoldenGeneral' for example and put your new data in there.

ChallengeMode.ini
You gave your generals portrait a new name so you have to change that in ChallengeMode.ini, it's located in 'C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\INI', you have to change the 'BioPortrait' name if you change an existing general or create a new 'GeneralPersona' if you are making a brand new general.
I assume you are making a brand new one so here is an example
Code:

GeneralPersona10
    PlayerTemplate = FactionGoldenGeneral
    StartsEnabled = yes  ;no
    BioNameString = GUI:BioNameEntry_Pos10
    BioDOBString = GUI:BioDOBEntry_Pos10
    BioBirthplaceString = GUI:BioBirthplaceEntry_Pos10
    BioStrategyString = GUI:BioStrategyEntry_Pos10
    BioRankString = GUI:BioRankEntry_Pos10
    BioBranchString = GUI:BioBranchEntry_Pos10
    BioClassNumberString = GUI:BioClassNumber_Pos10
    BioPortraitSmall = ChinaGoldenGeneral_S  ;Circle_Small03_Black
    BioPortraitLarge = ChinaGoldenGeneral  
    PortraitMovieLeftName = unimplemented
    PortraitMovieRightName = unimplemented
    DefeatedImage = Circle_Small03_Black
    VictoriousImage = Circle_Small03_Black
    DefeatedString = GUI:BioDefeatedEntry_Pos10
    VictoriousString = GUI:BioVictoriousEntry_Pos10
    SelectionSound = none
    TauntSound1 = none
    TauntSound2 = none
    TauntSound3 = none
    WinSound = none
    LossSound = none
    Campaign = unimplemented
  END


ControlBarScheme.ini
If you create a new general you have to add it in 'ControlBarScheme.ini', it's located in 'C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\INI', here is an example, i used the Boss to work with.
Code:

ControlBarScheme ChinaGoldenGeneral8x6  ;ChinaBossGeneral8x6
  ScreenCreationRes X:800 Y:600
  Side GoldenGeneral  ;Boss
  QueueButtonImage SCBigButton
  RightHUDImage SNLogo
  CommandBarBorderColor R:90 G:125 B:2 A:255   ;blue
  BuildUpClockColor R:0 G:0 B:0 A:160
  ButtonBorderBuildColor R:67 G:108 B:190 A:255   ;blue
  ButtonBorderActionColor R:1 G:175 B:2 A:255     ;Green
  ButtonBorderUpgradeColor R:208 G:108 B:0 A:255  ;Orange
  ButtonBorderSystemColor R:207 G:195 B:2 A:255   ;yellow

  GenBarButtonIn SNBarButtonGen2IN
  GenBarButtonOn SNBarButtonGen2ON
  CommandMarkerImage SNEmptyFrame
  ToggleButtonUpIn SNMaxMinUH
  ToggleButtonUpOn SNMaxMinU
  ToggleButtonUpPushed SNMaxMinUP

  ToggleButtonDownIn SNMaxMinH
  ToggleButtonDownOn SNMaxMin
  ToggleButtonDownPushed SNMaxMinP

  OptionsButtonEnable SNOptions
  OptionsButtonHightlited SNOptionsH
  OptionsButtonPushed SNOptionsP
  IdleWorkerButtonEnable SNWorker
  IdleWorkerButtonHightlited SNWorkerH
  IdleWorkerButtonPushed SNWorkerP
  IdleWorkerButtonDisabled SNWorkerI
  BuddyButtonEnable SNChat
  BuddyButtonHightlited SNChatH
  BuddyButtonPushed SNChatP
 
OptionsButtonDisabled SNOptionsI
BuddyButtonDisabled SNChatI
BeaconButtonDisabled SNBeaconI

  BeaconButtonEnable SNBeacon
  BeaconButtonHightlited SNBeaconH
  BeaconButtonPushed SNBeaconP

  GeneralButtonEnable SNGeneral
  GeneralButtonHightlited SNGeneralH
  GeneralButtonPushed SNGeneralP
  GeneralButtonDisabled SNGeneralI

  UAttackButtonEnable SNUAttackI
  UAttackButtonHightlited SNUAttackH
  UAttackButtonPushed SNUAttackP

  MinMaxButtonEnable SNMaxMin
  MinMaxButtonHightlited SNMaxMinH
  MinMaxButtonPushed SNMaxMinP

  MinMaxUL X:640 Y:433
  MinMaxLR X:687 Y:464
  GeneralUL X:712 Y:433
  GeneralLR X:770 Y:464
  UAttackUL X:97 Y:420
  UAttackLR X:132 Y:437

  OptionsUL X:184 Y:490
  OptionsLR X:220 Y:514
  WorkerUL X:184 Y:516
  WorkerLR X:220 Y:540
  ChatUL X:184 Y:568
  ChatLR X:220 Y:592
  BeaconUL X:184 Y:545
  BeaconLR X:220 Y:566
  PowerBarUL X:260 Y:469
  PowerBarLR X:538 Y:475

  MoneyUL X:360 Y:437
  MoneyLR X:439 Y:456

  GenArrow CHINALevelUP

  ExpBarForegroundImage SNExpBar
  ImagePart
    Position X:0 Y:414
    Size X:800 Y:184
    ImageName InGameUIChinaBase
    Layer 4 ;; layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top 
  End
  PowerPurchaseImage GeneralsPowerMenu_China

End


PlayerTemplate.ini
If you create a new general you have to add it in 'PlayerTemplate.ini', it's located in 'C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\INI', here is an example, i used the Boss to work with.

Code:

PlayerTemplate FactionGoldenGeneral  ;FactionBossGeneral
  Side              = GoldenGeneral  ;Boss
  BaseSide          = China ;Not sure if this is the best choice....(for academy)
  PlayableSide      = Yes
  StartMoney        = 0
  PreferredColor    = R:0 G:255 B:0
  IntrinsicSciences = SCIENCE_GLA SCIENCE_AMERICA SCIENCE_CHINA
  PurchaseScienceCommandSetRank1 = Gld_SCIENCE_CHINA_CommandSetRank1
  PurchaseScienceCommandSetRank3 = Gld_SCIENCE_CHINA_CommandSetRank3
  PurchaseScienceCommandSetRank8 = Gld_SCIENCE_CHINA_CommandSetRank8
  SpecialPowerShortcutCommandSet = Gld_SpecialPowerShortcut
  SpecialPowerShortcutWinName     = GenPowersShortcutBarChina.wnd
  SpecialPowerShortcutButtonCount = 9
  DisplayName       = INI:FactionGoldenGeneral  ;INI:FactionBossGeneral
  StartingBuilding  = Gld_CommandCenter  ;Boss_CommandCenter
  StartingUnit0     = Gld_VehicleDozer  ;Boss_VehicleDozer
  ScoreScreenImage  = China_ScoreScreen
  LoadScreenImage   = SNFactionLogoPage_China
  LoadScreenMusic   = Load_China
  ScoreScreenMusic  = Score_China
  ;HeadWaterMark    = SCTempSelectPortrait 
  FlagWaterMark     = WatermarkChina
  EnabledImage      = SSObserverChina
  BeaconName        = MultiplayerBeacon
  SideIconImage     = GameinfoBOSS
  OldFaction        = No
  ArmyTooltip       = TOOLTIP:BioStrategyLong_Pos10  ;TOOLTIP:BioStrategyLong_Pos9
  Features          = GUI:BioFeatures_Pos10  ;GUI:BioFeatures_Pos9
End


I used 'Gld' as a short name for 'Golden' for the new sciences, commandset names and objects, it's a lot of info, if you need more help don't be afraid to ask.

Greetz

Edited by user Saturday, April 19, 2014 5:56:32 AM(UTC)  | Reason: Not specified

Panem et kirkinses
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CommieDog on 4/19/2014(UTC), Reignscythe on 4/22/2014(UTC)
Offline Reignscythe  
#8 Posted : Saturday, April 19, 2014 6:24:39 AM(UTC)
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Thanks for the info.. :D

But there's a problem, instead of Taeyeon I get a pink screen! The pic's attached on my post earlier this day.. Please help.. XD

Edited by user Saturday, April 19, 2014 6:36:39 AM(UTC)  | Reason: Not specified

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Offline Reignscythe  
#9 Posted : Monday, April 21, 2014 7:27:34 AM(UTC)
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Hey guys, how can I make my new General playable in Challenge Mode? And also, my general's portrait doesn't show up, instead there's a pink screen. What will I do? Thanks..
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Offline Rrtaya_tsamsiyu  
#10 Posted : Monday, April 21, 2014 6:14:16 PM(UTC)
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pink means it cant find the image file, if i remember correctly. The image needs to be TGA, and the name must always end in 512, although it can actually be any size you want.

i dont know how the Challenge Mode stuff works.
one soul at a time
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Reignscythe on 4/22/2014(UTC)
Offline Reignscythe  
#11 Posted : Tuesday, April 22, 2014 1:22:44 AM(UTC)
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Originally Posted by: Rrtaya_tsamsiyu Go to Quoted Post
pink means it cant find the image file, if i remember correctly. The image needs to be TGA, and the name must always end in 512, although it can actually be any size you want.

i dont know how the Challenge Mode stuff works.


Thanks Rrtaya_tsamsiyu.. will try doing it. XD

And modders, do you think this is possible and how to do it, especially the weapon part (Since it's only up to TERTIARY..) and upgrade modules (The module tags and behaviors, I had difficulty understanding those..)?? Anyways, the idea is to create a "hero" tank for each main faction.. What do you say?

USA: Lancelot drone tank
Weapons- Anti-Air TowMissile but fires like a Rocket Buggy.. ?
Anti-Tank like Overlord, fires two shells..
Anti-Personnel like Gatling Tank..
Anti-Missile like Paladin's Laser..
Locomotor- Hover (Like in those mods with Hover Crusader, I can't remember which..)
Armor- Higher than Paladin but still receives the armor upgrade in Strategy Center..
Size- Same as Paladin..
HP- High enough to be a "Hero"
Abilities- Can climb on any terrain
- No pilot (Pilots cannot enter, cannot be sniped too..)
- All weapons automatically target priority enemies (like the Overlord's Gatling) except the Anti-Tank..
- Can produce drones like USA vehicles and tanks..
Upgrades with: Drone Armor, Crusader/Paladin armor upgrade, Adv Training..


China: Galahad Warmachine
Weapons- 4x Inferno Cannon.. (for artillery support)
Rockets and Gatling (for defense only, no attack in commandset..)
Locomotor- SLOW LIKE HEEEELLL..
Armor- Same as structures of buildings (Is that possible?)
Size- Around the size of Barracks and War Factory..
HP- Same as the structures.. Maybe lower..
Abilities- Can produce units (Dozer, Battlemaster, MiniGunner, and MiG. I thought of adding more but it would be OP..) and repair/heal them.
- Speaker tower
- Can provide artillery cover in the battlefield..
- Detects stealth
- Can crush tanks (If it can chase one..)
Upgrades- Nuclear Tanks, Uranium Shells (Adds power to its cannons), Black Napalm, and if possible, an upgrade that changes its projectile to Nuke Launcher's..


GLA: Bors "Trapsetter"
Weapons- fireports (infantry can garrison inside)
Locomotor- fast as battle cycle, can climb any terrain too..
Armor- Marauder? The highest armor type GLA has..
Size- Monster truck size
HP- High enough to be a "Hero"
Abilities- Can make a more powerful Demo Trap
- Can open up a tunnel
- Stealth, except when attacking
- Nuclear death type weapon when killed.
- Can crush small tanks
- Can climb any terrain except water
- Armor upgradeable (like Battle Bus..)
Upgrades- Junk Repair, Suicide (like in Demo)

That's all guys. And is there a tutorial on how to make a tank? I got to start right now.. XD
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Offline Reignscythe  
#12 Posted : Wednesday, April 23, 2014 5:56:03 AM(UTC)
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Guys I just wanna ask why my Tank Paradrop and Infantry Paradrop (along with the ;-ed powers, but nevermind it for now.. ) can't be fired from the command center, and its shortcut power doesn't show up in the shortcut menu.. did I miss something?

Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
CommandSet SCIENCE_GC_CommandSetRank1
 1 = Command_PurchaseScienceBattlemasterTraining
 2 = Infa_Command_PurchaseScienceRedGuardTraining
 3 = Command_PurchaseScienceArtilleryTraining
END

CommandSet SCIENCE_GC_CommandSetRank3
1 = Command_PurchaseScienceClusterMines
;2 = Nuke_Command_PurchaseScienceCarpetBomb
;3 = Command_PurchaseScienceCarpetBomb
4 = Command_PurchaseScienceArtilleryBarrage1
5 = Command_PurchaseScienceArtilleryBarrage2
6 = Command_PurchaseScienceArtilleryBarrage3
7 = Tank_Command_PurchaseScienceTankParadrop1
8 = Tank_Command_PurchaseScienceTankParadrop2
9 = Tank_Command_PurchaseScienceTankParadrop3
10 = Infa_Command_PurchaseScienceInfantryParadrop1
11 = Infa_Command_PurchaseScienceInfantryParadrop2
12 = Infa_Command_PurchaseScienceInfantryParadrop3
13 = Command_PurchaseScienceFrenzy1
14 = Command_PurchaseScienceFrenzy2
15 = Command_PurchaseScienceFrenzy3

END
CommandSet SCIENCE_GC_CommandSetRank8
;1 = Command_PurchaseScienceAnthraxBomb
1 = Command_PurchaseScienceEMPPulse
;3 = Command_PurchaseScienceDaisyCutter
;4 = Command_PurchaseScienceLeafletDrop
END


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

CommandSet SpecialPowerShortcutGC  
 1 = Command_ClusterMinesFromShortcut
 2 = Command_ArtilleryBarrageFromShortcut
 3 = Tank_Command_TankParadropFromShortcut
 4 = Infa_Command_ParadropFromShortcut
 5 = Command_FrenzyFromShortcut
 ;8 = Command_AnthraxBombFromShortcut
 6 = Command_EMPPulseFromShortcut
 ;10 = Command_NeutronMissileFromShortcut
 ;11 = Command_DaisyCutterFromShortcut
 ;12 = Command_LeafletDropFromShortcut
 7 = Command_NeutronMissileFromShortcut

END
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Offline Rrtaya_tsamsiyu  
#13 Posted : Wednesday, April 23, 2014 9:12:55 AM(UTC)
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Quote:
USA: Lancelot drone tank

seems possible, except maybe for not having pilots enter. i don't know if that can be turned off or not. To make it do all the things you are wanting, clone an existing unit and then copy/paste bits of code into your unit from others. i would recommend cloning the Overlord to make this unit, as it already has the dual barrels.

Quote:
China: Galahad Warmachine

possible except for the mig wouldn't be able to land, and you can only have one weapon upgrade i think, unless maybe you did something with bike code or salvage upgrades.

Quote:
GLA: Bors "Trapsetter"

possible except limiting the crushing, unless you edit some of the original code. There are different crush levels, trees have the lowest, then infantry, civilian cars, tanks/Humvee/trucks/airplanes, then the Overlord, in that order.
Info; Crush levels and Crusher levels go from 1 and up. 0 is uncrushable, and the crusher level must be higher on the attacking unit than the crush level on the victim in order for crushing to happen.

Quote:
And is there a tutorial on how to make a tank? I got to start right now.. XD

http://www.derelictstudi...llasmods/tnktutintro.php


As far as your last post, i don't know much about special powers, sorry.

Edited by user Wednesday, April 23, 2014 9:13:38 AM(UTC)  | Reason: Not specified

one soul at a time
Offline Reignscythe  
#14 Posted : Wednesday, April 23, 2014 10:11:57 PM(UTC)
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the renX plugin link is broken..
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Offline Reignscythe  
#15 Posted : Friday, April 25, 2014 3:21:49 AM(UTC)
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is there any w3d editor? that gmax and renx is outdated.. i won't waste my time figuring how it'll work..
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Offline Annihilationzh  
#16 Posted : Friday, April 25, 2014 4:12:05 AM(UTC)
Annihilationzh
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Originally Posted by: Reignscythe Go to Quoted Post
Guys I just wanna ask why my Tank Paradrop and Infantry Paradrop (along with the ;-ed powers, but nevermind it for now.. ) can't be fired from the command center, and its shortcut power doesn't show up in the shortcut menu.. did I miss something?

Have you added deploy code to the command centre?
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.
thanks 1 user thanked Annihilationzh for this useful post.
Reignscythe on 4/25/2014(UTC)
Offline Reignscythe  
#17 Posted : Friday, April 25, 2014 4:17:54 AM(UTC)
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Originally Posted by: Annihilationzh Go to Quoted Post
Originally Posted by: Reignscythe Go to Quoted Post
Guys I just wanna ask why my Tank Paradrop and Infantry Paradrop (along with the ;-ed powers, but nevermind it for now.. ) can't be fired from the command center, and its shortcut power doesn't show up in the shortcut menu.. did I miss something?

Have you added deploy code to the command centre?


Yeah I did.. And it worked! Thanks!

And another question.. Why did the movie shown in the main menu of Zero Hour changed? It showed the old Generals movie in main menu? Last edit I did was editing csf entries, sciences and units.. O-o
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Offline Reignscythe  
#18 Posted : Saturday, April 26, 2014 2:53:50 AM(UTC)
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Why can't I win in General's Challenge even though I have finished destroying every building they have? Did I do anything wrong here?

Code:
Campaign CHALLENGE_10
  CampaignNameLabel CAMPAIGN:CHALLENGE_10
  FirstMission Mission01
  IsChallengeCampaign yes
  PlayerFaction FactionChinaGoldenGeneral
Mission Mission01
    Map Maps\GC_AirGeneral\GC_AirGeneral.map
    GeneralName GUI:BioNameEntry_Pos0
    IntroMovie GeneralsChallengeBackground
    NextMission Mission02
  END
Mission Mission02
    Map Maps\GC_LaserGeneral\GC_LaserGeneral.map
    GeneralName GUI:BioNameEntry_Pos5
    IntroMovie GeneralsChallengeBackground
    NextMission Mission03
  END
Mission Mission03
    Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map
    GeneralName GUI:BioNameEntry_Pos3
    IntroMovie GeneralsChallengeBackground
    NextMission Mission04
  END
Mission Mission04
    Map Maps\GC_Stealth\GC_Stealth.map
    GeneralName GUI:BioNameEntry_Pos6
    IntroMovie GeneralsChallengeBackground
    NextMission Mission05
  END
Mission Mission05
    Map Maps\GC_TankGeneral\GC_TankGeneral.map
    GeneralName GUI:BioNameEntry_Pos4
    IntroMovie GeneralsChallengeBackground
    NextMission Mission06
  END
 Mission Mission06
    Map Maps\GC_NukeGeneral\GC_NukeGeneral.map
    GeneralName GUI:BioNameEntry_Pos2
    IntroMovie GeneralsChallengeBackground
    NextMission Mission07
  END
Mission Mission07
    Map Maps\GC_ChinaBoss\GC_ChinaBoss.map
    GeneralName GUI:BioNameEntry_Pos9
    IntroMovie GeneralsChallengeBackground
  END
END
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Offline Reignscythe  
#19 Posted : Sunday, April 27, 2014 6:22:27 AM(UTC)
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Why do my new power crashes the game when I launch it?

Here's the related codes:

Code:

Science.ini

Science GC_SCIENCE_ExpNukeBombMiG
  PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank5
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:GC_ChinaExpNukeBombMig
  Description = CONTROLBAR:GC_ToolTipChinaScienceExpNukeBombMiG ;done
End

SpecialPower.ini

SpecialPower GC_SuperweaponExpNukeBombMiG
  Enum                = SPECIAL_NAPALM_STRIKE
  ReloadTime          = 300000   ; in milliseconds
  RequiredScience     = GC_SCIENCE_ExpNukeBombMiG
  PublicTimer         = No
  SharedSyncedTimer   = Yes
  RadiusCursorRadius  = 100
  ShortcutPower       = Yes     ;Capable of being fired by the side-bar shortcut.
  AcademyClassify     = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End

ObjectCreationLists.ini

ObjectCreationList GC_SUPERWEAPON_ExpNukeBombMiG
  DeliverPayload
    Transport = GC_ChinaJetMiG
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 1000        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    Payload = GC_ExpNukeBombMiGPayload 6
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
 DeliverPayload
    Transport = GC_ChinaJetMiG
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 1000        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    Payload = GC_ExpNukeBombMiGPayload 6
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
DeliverPayload
    Transport = GC_ChinaJetMiG
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 1000        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    Payload = GC_ExpNukeBombMiGPayload 6
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
DeliverPayload
    Transport = GC_ChinaJetMiG
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 1000        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    Payload = GC_ExpNukeBombMiGPayload 6
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

Commandbutton.ini

CommandButton GC_Command_PurchaseScienceExpNukeBombMiG
  Command           = PURCHASE_SCIENCE
  Science           = GC_SCIENCE_ExpNukeBombMiG
  ButtonImage       = SSMigNuke
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
End


CommandButton GC_Command_ExpNukeBombMiG
  Command           = SPECIAL_POWER
  SpecialPower      = GC_SuperweaponExpNukeBombMiG
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science           = GC_SCIENCE_ExpNukeBombMiG
  TextLabel         = CONTROLBAR:GC_ExpNukeBombMiG ;done
  ButtonImage       = SSMigNuke
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:GC_ToolTipExpNukeBombMiG ;done
  RadiusCursorType  = ARTILLERYBARRAGE
  InvalidCursorName     = GenericInvalid
End


CommandButton GC_Command_ExpNukeBombMiGFromShortcut
  Command           = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower      = GC_SuperweaponExpNukeBombMiG
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science           = GC_SCIENCE_ExpNukeBombMiG
  TextLabel         = CONTROLBAR:GC_ExpNukeBombMiG
  ButtonImage       = SSMigNuke
  DescriptLabel     = CONTROLBAR:GC_ToolTipExpNukeBombMiG
  RadiusCursorType  = ARTILLERYBARRAGE
  InvalidCursorName     = GenericInvalid
End

Commandset.ini

CommandSet GC_ChinaCommandCenterCommandSet
  1  = GC_Command_ConstructChinaDozer
  3 = Command_ClusterMines
  4 = Command_ArtilleryBarrage
  5 = GC_Command_TankParadrop
  6 = GC_Command_Paradrop
  7 = Command_Frenzy
  8 = GC_Command_ExpNukeBombMiG
  9 = Command_ChinaCarpetBomb
  10 = Nuke_Command_ChinaCarpetBomb
  11 = Command_UpgradeChinaRadar
  12 = Command_UpgradeChinaMines
  13 = Command_SetRallyPoint
  14 = Command_Sell
End

CommandSet GC_ChinaCommandCenterCommandSetUpgrade
  1  = GC_Command_ConstructChinaDozer
  4 = Command_ClusterMines
  5 = Command_ArtilleryBarrage
  6 = GC_Command_TankParadrop
  7 = GC_Command_Paradrop
  8 = Command_Frenzy
  9  = GC_Command_ExpNukeBombMiG
  10 = Nuke_Command_ChinaCarpetBomb
  11 = Command_UpgradeChinaRadar
  12 = Command_UpgradeEMPMines
  13 = Command_SetRallyPoint
  14 = Command_Sell
End


CommandSet SCIENCE_GC_CommandSetRank8
;1 = Command_PurchaseScienceAnthraxBomb
1 = GC_Command_PurchaseScienceExpNukeBombMiG
;3 = Command_PurchaseScienceDaisyCutter
;4 = Command_PurchaseScienceLeafletDrop
END

CommandSet SpecialPowerShortcutGC  
 1 = Command_ClusterMinesFromShortcut
 2 = Command_ArtilleryBarrageFromShortcut
 3 = GC_Command_TankParadropFromShortcut
 4 = GC_Command_ParadropFromShortcut
 5 = Command_FrenzyFromShortcut
 ;8 = Command_AnthraxBombFromShortcut
 6 = GC_Command_ExpNukeBombMiGFromShortcut
 ;10 = Command_NeutronMissileFromShortcut
 ;11 = Command_DaisyCutterFromShortcut
 ;12 = Command_LeafletDropFromShortcut
 7 = Command_ChinaCarpetBombFromShortcut
 8 = Nuke_Command_ChinaCarpetBombFromShortcut
 9 = Command_NeutronMissileFromShortcut

END

Command Center code:
 ; ***DESIGN parameters ***
  DisplayName       = OBJECT:CommandCenter
  Side              = China
  EditorSorting     = STRUCTURE
  BuildCost         = 2000
  BuildTime         = 45.0           ; in seconds
  EnergyProduction  = 0  ;Command center should be free
  CommandSet        = GC_ChinaCommandCenterCommandSet
  VisionRange       = 300.0           ; Shroud clearing distance
  ShroudClearingRange = 300
  ArmorSet
    Conditions      = None
    Armor           = StructureArmorTough
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect       = CommandCenterChinaSelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority     = STRUCTURE
  KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY

  Body              = StructureBody ModuleTag_07
    MaxHealth       = 5000.0
    InitialHealth   = 5000.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 5200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End

  Behavior = PreorderCreate ModuleTag_PreorderCreate
  End

  Behavior = ProductionUpdate ModuleTag_08
    NumDoorAnimations            = 1
    DoorOpeningTime              = 3000  ;in mSeconds
    DoorWaitOpenTime             = 3000  ;in mSeconds
    DoorCloseTime                = 3000  ;in mSeconds
    ConstructionCompleteDuration = 1500  ;in mSeconds
  End
  Behavior = DefaultProductionExitUpdate ModuleTag_09
    UnitCreatePoint   = X:-18.0  Y: 40.0   Z:0.0
    NaturalRallyPoint = X: 60.0  Y: 40.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  End
  Behavior = RadarUpdate ModuleTag_10
    RadarExtendTime   = 4000     ;in mSeconds
  End

  Behavior             = DestroyDie ModuleTag_11
    ;nothing
  End
  Behavior             = CreateObjectDie ModuleTag_12
    CreationList  = OCL_LargeStructureDebris
  End
  Behavior             = FXListDie ModuleTag_13
    DeathFX       = FX_StructureMediumDeath
  End

  Behavior         = RadarUpgrade ModuleTag_14
    TriggeredBy   = Upgrade_ChinaRadar
  End

  Behavior = GenerateMinefieldBehavior     ModuleTag_15
    TriggeredBy           = Upgrade_ChinaMines
    MineName              = ChinaStandardMine
    SmartBorder           = Yes
    AlwaysCircular        = Yes

    Upgradable            = Yes
    UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
    UpgradedMineName      = ChinaEMPMine
  End

  Behavior           = OCLSpecialPower ModuleTag_16
    SpecialPowerTemplate = SuperweaponNapalmStrike
    OCL                  = SUPERWEAPON_NapalmStrike
  End

  Behavior           = OCLSpecialPower ModuleTag_17
    SpecialPowerTemplate = SuperweaponArtilleryBarrage
    UpgradeOCL           = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
    UpgradeOCL           = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
    OCL                  = SUPERWEAPON_ArtilleryBarrage1
    CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
  End

  Behavior           = OCLSpecialPower ModuleTag_18
    SpecialPowerTemplate = SuperweaponClusterMines
    OCL                  = SUPERWEAPON_ClusterMines
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End

  Behavior           = OCLSpecialPower ModuleTag_19
    SpecialPowerTemplate = SuperweaponEMPPulse
    OCL                  = SUPERWEAPON_EMPPulse
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End

  Behavior           = CashHackSpecialPower ModuleTag_20
    SpecialPowerTemplate = SuperweaponCashHack
    UpgradeMoneyAmount   = SCIENCE_CashHack3 4000
    UpgradeMoneyAmount   = SCIENCE_CashHack2 2000
    MoneyAmount          = 1000  ; amount of money to steal
  End
  Behavior           = OCLSpecialPower ModuleTag_21
    SpecialPowerTemplate = SuperweaponEmergencyRepair
    UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
    UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
    OCL                  = SUPERWEAPON_RepairVehicles1
    CreateLocation       = CREATE_AT_LOCATION
  End
  Behavior           = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05
    SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb
    OCL                  = SUPERWEAPON_ChinaCarpetBomb
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End 

  Behavior = FlammableUpdate ModuleTag_23
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_24
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Behavior = CommandSetUpgrade ModuleTag_25
    CommandSet = GC_ChinaCommandCenterCommandSetUpgrade
    TriggeredBy = Upgrade_ChinaMines
  End
  Behavior = ArmorUpgrade ModuleTag_26
    TriggeredBy = Upgrade_ChinaEMPMines
  End

  Behavior           = OCLSpecialPower ModuleTag_27
    SpecialPowerTemplate = SuperweaponFrenzy
    UpgradeOCL           = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3
    UpgradeOCL           = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2
    OCL                  = SUPERWEAPON_Frenzy1
    CreateLocation       = CREATE_AT_LOCATION
  End

Behavior           = OCLSpecialPower ModuleTag_28
    SpecialPowerTemplate = GC_SuperweaponInfantryParadrop
    UpgradeOCL           = GC_SCIENCE_InfantryParadrop3 GC_SUPERWEAPON_Paradrop3
    UpgradeOCL           = GC_SCIENCE_InfantryParadrop2 GC_SUPERWEAPON_Paradrop2
    OCL                  = GC_SUPERWEAPON_Paradrop1
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
    OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
  End 

 Behavior           = OCLSpecialPower ModuleTag_29
    SpecialPowerTemplate = GC_SuperweaponTankParadrop
    UpgradeOCL           = GC_SCIENCE_TankParadrop3 GC_SUPERWEAPON_TankParadrop3
    UpgradeOCL           = GC_SCIENCE_TankParadrop2 GC_SUPERWEAPON_TankParadrop2
    OCL                  = GC_SUPERWEAPON_TankParadrop1
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
    OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
  End 

Behavior           = OCLSpecialPower ModuleTag_30;this has been removed from everywhere but the ChinaAirfield in CHI05
    SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb
    OCL                  = Nuke_SUPERWEAPON_ChinaCarpetBomb
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End 

 Behavior           = OCLSpecialPower ModuleTag_31
    SpecialPowerTemplate = GC_SuperweaponExpNukeBombMiG
    OCL                  = GC_SUPERWEAPON_ExpNukeBombMiG
    CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
  End

  Geometry            = BOX
  FactoryExitWidth    = 25
  GeometryMajorRadius = 60.0
  GeometryMinorRadius = 63.0
  GeometryHeight      = 36.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER

End



EDIT:

Here's the payload I created in WeaponObjects.ini

Object GC_ExpNukeBombMiGPayload

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = AVRaptor_M
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CarpetBomb
  Side = America
  EditorSorting   = SYSTEM
  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 300.0  
  ArmorSet
    Conditions      = None
    Armor           = ProjectileArmor
    DamageFX        = None
  End

  ; *** AUDIO Parameters ***
  SoundFallingFromPlane = DaisyCutterWeapon

  ; *** ENGINEERING Parameters ***
  KindOf            = PROJECTILE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL None

  Behavior = PhysicsBehavior ModuleTag_04

    Mass                  = 75.0
    AerodynamicFriction   = 1     ; this is now friction-per-sec
    ForwardFriction       = 33    ; this is now friction-per-sec
    CenterOfMassOffset    = 2     ; Default of 0 means nothing tips as it falls.  Positive tips forward, negative tips back
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
    DeathWeapon   = Nuke_ChinaCarpetBombWeapon
    StartsActive  = Yes
  End

  Behavior = SlowDeathBehavior ModuleTag_10
    DestructionDelay  = 0
    OCL = INITIAL  Nuke_OCL_RadiationFieldSmall
  End

  Behavior = HeightDieUpdate ModuleTag_06
    TargetHeight = 1.0
    TargetHeightIncludesStructures = No
  End

  Behavior = SpecialPowerCompletionDie ModuleTag_07
    SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = Nuke_WeaponFX_CarpetBomb
  End
  Behavior = DestroyDie ModuleTag_09
    ;nothing
  End

End


Sorry I'm having difficulties using multiple code tags.. XD

Edited by user Sunday, April 27, 2014 6:39:36 AM(UTC)  | Reason: Not specified

(>T^T)><{Help me make my mod become a reality..}


Offline acidbrain  
#20 Posted : Sunday, April 27, 2014 11:53:30 AM(UTC)
acidbrain
General
Joined: 12/30/2011(UTC)
Posts: 982

Thanks: 95 times
Was thanked: 574 time(s) in 364 post(s)
Check the ini's for typos, the code you posted seems ok or i am missing something, kinda tired.
Maybe you can try another Enum for the GC_SuperweaponExpNukeBombMiG, you use the same Enum for the napalmstrike and GC_SuperweaponExpNukeBombMiG if im not mistaking.
Panem et kirkinses
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