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Trying to have some of the upgrades already activated so no need to purchase them.
Private Joined: 9/17/2014(UTC) Posts: 19
Thanks: 2 times
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I am trying to have the upgrades active without needing to purchase them so I could free up some command buttons.
Right now I am trying to set up so I do not have to purchase CaptureBuilding as it already given.
I have been playing around with codes but usually causes the game to crash. I replaced the INI file with the original so I do not have the code atm. I zeroed the cost and build to zero so I have something but I would like to remove the purchase Capture Building button from the barracks.
Tips would be nice for now, I want to try and learn the code Resources, Tutorials
Thanks!
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Rather than have the upgrade already purchased, it might be better to simply have the capture ability not require the upgrade. |
CommieDog: Because someone has to do your dirty work for you |
1 user thanked CommieDog for this useful post.
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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Looking at how that ability works, the unit using it needs 3 modules; Code:
Behavior = SpecialAbility ModuleTag_16
SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = RedGuardVoiceCapture
End
Behavior = SpecialAbilityUpdate ModuleTag_17
SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding
StartAbilityRange = 5.0
UnpackTime = 3000 ; (changing this will scale anim speed)
PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
PackTime = 2000 ; (changing this will scale anim speed)
DoCaptureFX = Yes
AwardXPForTriggering = 4
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18
SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding
TriggeredBy = Upgrade_InfantryCaptureBuilding
End
Edited by user Friday, September 19, 2014 10:13:13 PM(UTC)
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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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i'm thinking commie is refering to changing StartsPaused to No and deleting the UnpauseSpecialPowerUpgrade module, but incase i'm wrong.. you can use this; Code: Behavior = GrantUpgradeCreate ModuleTag_09567
UpgradeToGrant = Upgrade_InfantryCaptureBuilding
End
You can just replace Upgrade_InfantryCaptureBuilding with whatever upgrade you want pre-purchased, and it will work with any upgrade. i think. Edited by user Saturday, September 20, 2014 1:55:59 AM(UTC)
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one soul at a time |
1 user thanked Rrtaya_tsamsiyu for this useful post.
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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Originally Posted by: Rrtaya_tsamsiyu i'm thinking commie is refering to changing StartsPaused to No and deleting the UnpauseSpecialPowerUpgrade module, but incase i'm wrong.. you can use this; Code: Behavior = GrantUpgradeCreate ModuleTag_09567
UpgradeToGrant = Upgrade_InfantryCaptureBuilding
End
You can just replace Upgrade_InfantryCaptureBuilding with whatever upgrade you want pre-purchased, and it will work with any upgrade. i think. That makes it auto research so its correct in a way Edited by user Sunday, September 21, 2014 1:37:35 AM(UTC)
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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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it uses the same grant upgrade module, with an extra tag added; Code: Behavior = GrantUpgradeCreate ModuleTag_28
UpgradeToGrant = Upgrade_Nationalism
ExemptStatus = UNDER_CONSTRUCTION
End
found that in the infantry general's command center |
one soul at a time |
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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Originally Posted by: Rrtaya_tsamsiyu it uses the same grant upgrade module, with an extra tag added; Code: Behavior = GrantUpgradeCreate ModuleTag_28
UpgradeToGrant = Upgrade_Nationalism
ExemptStatus = UNDER_CONSTRUCTION
End
found that in the infantry general's command center Guess that extra line should make it a little more correct lol
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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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FYI, CommieDog's solution. Code:Behavior = SpecialAbility ModuleTag_16
SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = RedGuardVoiceCapture
End
Behavior = SpecialAbilityUpdate ModuleTag_17
SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding
StartAbilityRange = 5.0
UnpackTime = 3000 ; (changing this will scale anim speed)
PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
PackTime = 2000 ; (changing this will scale anim speed)
DoCaptureFX = Yes
AwardXPForTriggering = 4
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
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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. |
1 user thanked Annihilationzh for this useful post.
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Private Joined: 9/17/2014(UTC) Posts: 19
Thanks: 2 times
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Originally Posted by: Rrtaya_tsamsiyu i'm thinking commie is refering to changing StartsPaused to No and deleting the UnpauseSpecialPowerUpgrade module, but incase i'm wrong.. you can use this; Code: Behavior = GrantUpgradeCreate ModuleTag_09567
UpgradeToGrant = Upgrade_InfantryCaptureBuilding
End
You can just replace Upgrade_InfantryCaptureBuilding with whatever upgrade you want pre-purchased, and it will work with any upgrade. i think. Thanks, I tried with your first thought but it didn't work but the second did. Does it work the same for Sciences or can the science be removed all together? Thought this would have worked but it didnt, even tried a few tried to fiddle around with it, but no luck. I removed the Science Prerequisites Behavior = GrantScienceUpgrade (tried GrantScienceCreate, thinking it work same way with the upgrade) ModuleTag_Science ScienceToGrant = SCIENCE_Pathfinder TriggeredBy = NONE (Tried removing this} End
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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i think for science you have to use script to auto grant it
or try setting the module into the correct building - since its a barracks unit try putting the module under barracks
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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It's been a long time since I modded Generals, but somewhere (I'm thinking PlayerTemplate.ini) there is code to grant sciences based on faction at the beginning of the game. |
CommieDog: Because someone has to do your dirty work for you |
1 user thanked CommieDog for this useful post.
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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Code:
PlayerTemplate FactionAmericaAirForceGeneral
Side = AmericaAirForceGeneral
BaseSide = USA
PlayableSide = Yes
StartMoney = 0
PreferredColor = R:0 G:0 B:255
IntrinsicSciences = SCIENCE_AMERICA
PurchaseScienceCommandSetRank1 = AirF_SCIENCE_AMERICA_CommandSetRank1
PurchaseScienceCommandSetRank3 = AirF_SCIENCE_AMERICA_CommandSetRank3
PurchaseScienceCommandSetRank8 = AirF_SCIENCE_AMERICA_CommandSetRank8
SpecialPowerShortcutCommandSet = AirF_SpecialPowerShortcutUSA
SpecialPowerShortcutWinName = GenPowersShortcutBarUS.wnd
SpecialPowerShortcutButtonCount = 11
DisplayName = INI:FactionAmericaAirForceGeneral
StartingBuilding = AirF_AmericaCommandCenter
StartingUnit0 = AirF_AmericaVehicleDozer
ScoreScreenImage = America_ScoreScreen
LoadScreenImage = SAFactionLogoPage_US
LoadScreenMusic = Load_USA
ScoreScreenMusic = Score_USA
;HeadWaterMark = SCTempSelectPortrait ; don't use unless we add a "generalshead for non selected generals
FlagWaterMark = WatermarkUSA
EnabledImage = SSObserverUSA
BeaconName = MultiplayerBeacon
SideIconImage = GameinfoAMRCA
GeneralImage = USA_Air
OldFaction = No ; This faction was NOT available in the original Generals and should NOT be available if the oldFactionsOnly flag is set
ArmyTooltip = TOOLTIP:BioStrategyLong_Pos0
Features = GUI:BioFeatures_Pos0
MedallionRegular = AirGeneral_slvr
MedallionHilite = AirGeneral_blue
MedallionSelect = AirGeneral_orng
End
nope it just tells the game which side gets which science does not auto grant science which i believe is what hes looking for Edited by user Monday, September 22, 2014 12:36:07 AM(UTC)
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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It granted science_America automatically, I think, because its intrinsic Try adding the science you want autogranted either to science_America or to player template (I would add it to America as with any luck it would do it for all three generals and the plain usa |
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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: zzc nope it just tells the game which side gets which science
does not auto grant science which i believe is what hes looking for I'm trying to understand your thought pattern here. What's the difference between "auto grant science" and "which side gets which science." To me, and to the code, they are exactly the same thing. |
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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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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in·trin·sic/inˈtrinzik,-sik/
adjective belonging naturally; essential This is what your looking for the science to be intrinsic
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Originally Posted by: Annihilationzh Originally Posted by: zzc nope it just tells the game which side gets which science
does not auto grant science which i believe is what hes looking for I'm trying to understand your thought pattern here. What's the difference between "auto grant science" and "which side gets which science." To me, and to the code, they are exactly the same thing. I think he/she/it is saying that it specifys what generals can purchase which science |
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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arite i think i finally got what the asker was going about lol
well yeah they're both the same
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
Thanks: 7 times Was thanked: 75 time(s) in 58 post(s)
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I think you can have multiple intrinsic sciences.
and up to 10(?0-9) starting units. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I know someone who tried making multiple starting units but it failed It could just have been him though As for multiple intrinsic sciences that is certainly possible as the boss has gla and usa and china |
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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: KlingonDragon I know someone who tried making multiple starting units but it failed It could just have been him though Definitely just him. When I first started working on a super-boss general, one of the features was 5 starting workers. I've also seen countless mods, from Zero Hour Retarded to Contra that have more than one starting unit. |
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. |
1 user thanked Annihilationzh for this useful post.
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Trying to have some of the upgrades already activated so no need to purchase them.
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