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Offline WarlockX_X  
#1 Posted : Friday, September 19, 2014 2:49:18 PM(UTC)
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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





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Offline CommieDog  
#2 Posted : Friday, September 19, 2014 3:23:26 PM(UTC)
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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.
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UTD^Force on 9/19/2014(UTC)
Offline zzc  
#3 Posted : Friday, September 19, 2014 10:12:13 PM(UTC)
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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)  | Reason: Not specified

Offline Rrtaya_tsamsiyu  
#4 Posted : Saturday, September 20, 2014 1:53:06 AM(UTC)
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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)  | Reason: Not specified

one soul at a time
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Offline zzc  
#5 Posted : Sunday, September 21, 2014 12:55:39 AM(UTC)
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Originally Posted by: Rrtaya_tsamsiyu Go to Quoted Post
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)  | Reason: Not specified

Offline Rrtaya_tsamsiyu  
#6 Posted : Sunday, September 21, 2014 1:23:37 AM(UTC)
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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
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Offline zzc  
#7 Posted : Sunday, September 21, 2014 1:38:46 AM(UTC)
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Originally Posted by: Rrtaya_tsamsiyu Go to Quoted Post
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
Offline Annihilationzh  
#8 Posted : Sunday, September 21, 2014 5:21:00 AM(UTC)
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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
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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Offline WarlockX_X  
#9 Posted : Sunday, September 21, 2014 7:19:42 AM(UTC)
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Originally Posted by: Rrtaya_tsamsiyu Go to Quoted Post
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


Offline zzc  
#10 Posted : Sunday, September 21, 2014 10:55:22 AM(UTC)
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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
Offline CommieDog  
#11 Posted : Sunday, September 21, 2014 1:09:31 PM(UTC)
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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.
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precision_bomber on 9/22/2014(UTC)
Offline zzc  
#12 Posted : Monday, September 22, 2014 12:23:39 AM(UTC)
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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)  | Reason: Not specified

Offline klingondragon  
#13 Posted : Monday, September 22, 2014 3:23:39 AM(UTC)
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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
Offline Annihilationzh  
#14 Posted : Monday, September 22, 2014 3:37:13 AM(UTC)
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Originally Posted by: zzc Go to Quoted Post
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.
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Offline klingondragon  
#15 Posted : Monday, September 22, 2014 3:40:40 AM(UTC)
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in·trin·sic/inˈtrinzik,-sik/


adjective
belonging naturally; essential

This is what your looking for the science to be intrinsic
Offline klingondragon  
#16 Posted : Monday, September 22, 2014 3:42:36 AM(UTC)
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Originally Posted by: Annihilationzh Go to Quoted Post
Originally Posted by: zzc Go to Quoted Post
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
Offline zzc  
#17 Posted : Monday, September 22, 2014 8:45:14 AM(UTC)
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arite i think i finally got what the asker was going about lol

well yeah they're both the same
Offline precision_bomber  
#18 Posted : Monday, September 22, 2014 12:02:51 PM(UTC)
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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
Offline klingondragon  
#19 Posted : Monday, September 22, 2014 12:05:58 PM(UTC)
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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
Offline Annihilationzh  
#20 Posted : Monday, September 22, 2014 3:39:46 PM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post
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.
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