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Offline lance0498  
#1 Posted : Thursday, March 26, 2015 7:52:08 PM(UTC)
lance0498
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Posts: 6
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Hi everyone,

I have been doing just fine using other peoples mods, but I would like to work on my own. I have already read the tutorials and have done some basic tweaking, but I have hit a barrier for some things I would like to do. I will not be expecting anyone to do the work for me, I would just like some guidance on if these things are possible.


1. changing the carpet bomb to where it is in formation with 3 planes. I have read a forum about modding superweapons on here, but I could not find anything that said how to change this.

2. changing the power plants to increase the upgrade's change to the output, e.g. instead of 100% it goes to 250%.

3. changing the superpowers, such as the A-10 missile strike so you can have #3 without having #'s 1 and 2.


I apologize if this is a remaking the wheel type thing. I know in the New Tech Mod that I have installed it changed some things, but I haven't been able to get into all the .ini files to figure out where to find these things.

Thank you for your time, and any possible assistance.
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Offline klingondragon  
#2 Posted : Thursday, March 26, 2015 7:55:43 PM(UTC)
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The power plant is really easy
Just change the extra power value (I cant remember exactly what it is called)

As for the A10s just find the science and remove the prerequisites

And the carpet bomber I can get back to you on
Offline lance0498  
#3 Posted : Friday, March 27, 2015 8:06:13 AM(UTC)
lance0498
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That sounds a lot easier than I have been thinking. I will get to looking for those, and I'll let you know how it goes. Thank you.
Offline Zatsupachi  
#4 Posted : Friday, March 27, 2015 10:28:22 AM(UTC)
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1. Add 'FormationSize' to the OCL

Code:

ObjectCreationList SUPERWEAPON_CarpetBomb
  DeliverPayload
    Transport = AmericaJetB52
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:30 Y:40 Z:0
    DropDelay = 300  ;500       ; time in between each item dropped (if more than one)

    FormationSize = 3 ;Add this.

    Payload = CarpetBomb 15
    DeliveryDistance = 400
    DeliveryDecalRadius = 100
    DeliveryDecal
      Texture           = SCCA10Strike_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
thanks 1 user thanked Zatsupachi for this useful post.
Gameanater on 3/28/2015(UTC)
Offline Zatsupachi  
#5 Posted : Friday, March 27, 2015 10:29:47 AM(UTC)
Zatsupachi
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2. Change the Energy Bonus of the power plant.

Snippet:
Code:

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:ColdFusionReactor
  Side             = America
  EditorSorting    = STRUCTURE
  Prerequisites
;    Object = AmericaCommandCenter
  End
  BuildCost        = 800
  BuildTime        = 10.0           ; in seconds
  EnergyProduction = 8

  EnergyBonus      = 12 ;this one.

  VisionRange      = 200.0           ; Shroud clearing distance
  ShroudClearingRange = 200
  ArmorSet
    Conditions     = None
    Armor          = StructureArmor
    DamageFX       = StructureDamageFXNoShake
  End
  CommandSet       = AmericaPowerPlantCommandSet
  ExperienceValue     = 100 100 100 100  ; Experience point value at each leve




"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline Zatsupachi  
#6 Posted : Friday, March 27, 2015 10:30:55 AM(UTC)
Zatsupachi
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sorry for triple post.
But bbcode is being a fanny.

3... If you wanna have it apply for everyone(except Airforce), then.

Code:

Science SCIENCE_A10ThunderboltMissileStrike3
  PrerequisiteSciences = SCIENCE_Rank3 ; What I have done here is just remove SCIENCE_A10ThunderboltMissileStrike2 as a PrerequisiteSciences
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:USAA10Strike3
  Description = CONTROLBAR:ToolTipUSAScienceA10Strike
End
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline lance0498  
#7 Posted : Friday, March 27, 2015 11:35:46 PM(UTC)
lance0498
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Joined: 3/26/2015(UTC)
Posts: 6
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Thanks Zats, and no worries about it being separate like that. I found the files and put it in like you showed. However it did not change it in game. I play the general USA faction in skirmish mostly.

For the carpet bomb, it still only had 1 B-52. I was unsure if it might need more code for separating them, like they are overlapping now, or if I just am still only getting one aircraft.

The power plant is the basic one, not the chair force generals, but I programmed it like it were for the Basic faction, maybe I need to change the command set to get the Cold Fusion instead of the Control Rods? And I found the code for the Control Rods upgrade, but it did not have the energy bonus like the example you showed.

Also, the A10 missile strike is still on condition that I have to get it in order, even after removing all prereq's except the Science_Rank3. Maybe that is something in Command set too, or maybe its not taking it. I haven't tried going into worldbuilder to debug, but I'm going to do that tomorrow.

Thank you again, I'm going to keep going though the files to see if I missed something. I'll update whether I figure it out or not.
Offline Zatsupachi  
#8 Posted : Saturday, March 28, 2015 2:11:53 AM(UTC)
Zatsupachi
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Have you put the files in the correct directory?

Or has FinalBig have them on the correct directory?
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline Gameanater  
#9 Posted : Saturday, March 28, 2015 10:33:37 AM(UTC)
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About Worldbuilder, that doesn't catch everything. it's quite helpful but doesn't help you a lot if the game can still launch.

It does detect some bugs like missing FX in FXList.ini that will still let you launch the game, but if you have something like a unit that can't attack an enemy even with a weapon, then it probbably won't help you.

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline lance0498  
#10 Posted : Thursday, April 2, 2015 12:23:57 AM(UTC)
lance0498
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Joined: 3/26/2015(UTC)
Posts: 6
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Hello,
Sorry for taking so long to get back. I have been using Finalbig andI believe that it is the correct file, as the screens looked exactly like what you showed Zats. I'm not sure what to do, or if I need to put the code up so people can see if its correct.

Also, thanks for the heads up about worldbuilder. I did some searching, and a lot of people had said that it was the way to go for debugging. I appreciate the clarification.
Offline Gameanater  
#11 Posted : Thursday, April 2, 2015 1:29:06 PM(UTC)
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Sure, put up the code.


And no problem about WB. Smile
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline lance0498  
#12 Posted : Saturday, April 4, 2015 12:35:04 AM(UTC)
lance0498
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Joined: 3/26/2015(UTC)
Posts: 6
United States

ok, forgive me as I haven't figured out how to put up/ attach code.




in the ObjectCreationList.ini (SYSTEM),I have:

ObjectCreationList SUPERWEAPON_CarpetBomb
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ;500 ; time in between each item dropped (if more than one)

FormationSize = 3

Payload = CarpetBomb 15
DeliveryDistance = 400
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End





in the FactionBuilding.ini:

; ***DESIGN parameters ***
DisplayName = OBJECT:ColdFusionReactor
Side = America
EditorSorting = STRUCTURE
Prerequisites
; Object = AmericaCommandCenter
End
BuildCost = 800
BuildTime = 10.0 ; in seconds
EnergyProduction = 5
EnergyBonus = 15
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaPowerPlantCommandSet
ExperienceValue = 100 100 100 100 ; Experience point value at each level





and, finally in Science.ini (SYSTEM):

Science SCIENCE_A10ThunderboltMissileStrike1
PrerequisiteSciences = SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USAA10Strike1
Description = CONTROLBAR:ToolTipUSAScienceA10Strike
End

Science SCIENCE_A10ThunderboltMissileStrike2
PrerequisiteSciences = SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USAA10Strike2
Description = CONTROLBAR:ToolTipUSAScienceA10Strike
End

Science SCIENCE_A10ThunderboltMissileStrike3
PrerequisiteSciences = SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USAA10Strike3
Description = CONTROLBAR:ToolTipUSAScienceA10Strike
End

a lot to read through, hopefully I'll learn how to attach the code if I have to do it again.
Offline lance0498  
#13 Posted : Saturday, April 4, 2015 12:39:09 AM(UTC)
lance0498
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Joined: 3/26/2015(UTC)
Posts: 6
United States

I was not sure if I did it right for the power plant. as with the mod installed, I play the basic USA faction. and it gives me the power plant that upgrades to 100% boost, instead of the cold fusion one that's supposed to give 300% I believe. And the other issues I mentioned already. Thanks for any help you can give.
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