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Offline AdrianeMapMaker  
#1 Posted : Wednesday, January 11, 2017 2:10:54 AM(UTC)
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Hey Lets Get Quick

Question1:Renaming Some Code's.
I am Curious About Ini, Can i Do a New Weapon name,Or Such Many Things In General or also Known As Self Made Ini Name Without Any Crash

Question2:Glitch
Lets Ask About This Thing,I Found that a 1 map ini Can affect any other maps , Am I Right.
Need Confirmation Pls.

Question3:Modding The Game.
So If We Did, We Need To do That In The Original Directory Ini Path Right (In The Original CnCGenerals Folder) Am I Right?.

Question4:Mod Only 1Map
This, Lets Ask This, Can I Do That ...For example when i want to actually/Fully modded a crusader By Modding its Real Priority In The Game?Not Using Any Simple Code's Like

Code:
AddModule tag
RemoveModule tag


Thanks For Advance.Laugh

Edited by user Wednesday, January 11, 2017 2:24:12 AM(UTC)  | Reason: Not specified

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Offline acidbrain  
#2 Posted : Wednesday, January 11, 2017 3:22:23 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
Question1:Renaming Some Code's.
I am Curious About Ini, Can i Do a New Weapon name,Or Such Many Things In General or also Known As Self Made Ini Name Without Any Crash

You can create new weapons as long as you give the new stuff unique names.

Originally Posted by: adrianemapmaker Go to Quoted Post
Question2:Glitch
Lets Ask About This Thing,I Found that a 1 map ini Can affect any other maps , Am I Right.
Need Confirmation Pls.

If the modded stuff in a map ini also is in another map it will also mod that map.

Originally Posted by: adrianemapmaker Go to Quoted Post
Question3:Modding The Game.
So If We Did, We Need To do That In The Original Directory Ini Path Right (In The Original CnCGenerals Folder) Am I Right?.

There are 2 folders in the gameroot where you can mod the game, Data and Art.
If the Art folder doesn't exists yet you can create one.
You can also add your modded stuff to a big file and create new shortcut to the game with a windows switch that uses the mod, -mod blabla.BIG.
Here is a page with switches you can use.

Originally Posted by: adrianemapmaker Go to Quoted Post
Question4:Mod Only 1Map
This, Lets Ask This, Can I Do That ...For example when i want to actually/Fully modded a crusader By Modding its Real Priority In The Game?Not Using Any Simple Code's Like
Code:
AddModule tag
RemoveModule tag

You can mod 1 map, you can make a minimod, you can add the stuff to a BIG file...

adrianemapmaker wrote:
Thanks For Advance

It is Thanks in advance Adriane...;P

Greetz

Edited by user Wednesday, January 11, 2017 3:23:47 AM(UTC)  | Reason: Secret

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Offline AdrianeMapMaker  
#3 Posted : Wednesday, January 11, 2017 4:44:05 AM(UTC)
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Thanks Man , Really Helpful

Edited by user Wednesday, January 11, 2017 4:59:17 AM(UTC)  | Reason: Not specified

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Offline klingondragon  
#4 Posted : Wednesday, January 11, 2017 4:50:40 AM(UTC)
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2. For most maps any changes you make should (and will) only affect that map. If you edit stuff like player templates it will stick until you close the game (this is a common way of enabling the boss general).
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Offline AdrianeMapMaker  
#5 Posted : Wednesday, January 11, 2017 5:00:31 AM(UTC)
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Based On Acidbrain Said.

In Question4:

i will just put all my stuf there including(in that question it supposedly , i will mod only the ini file) :
-Ini.File


What should be The name of it? it does matters?
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Offline klingondragon  
#6 Posted : Wednesday, January 11, 2017 5:41:51 AM(UTC)
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From what I understand of it (I'm struggling with your and acidbrain's english): You want to make a full mod but have it only affect one map.
This would be very hard. Either you make a map.ini and just make the mod in there. Or you could make a mod and use a map.ini to switch to new units etc..

The problem with the first method is new stuff won't have a build cost or build time.
The problem with the second method is it's too much effort for the player to install that one map.

Using your crusader example:
Method 1:
Mod the crusader in map.ini
Method 2:
Copy the crusader and mod that. Save in a big archive. In your map.ini modify the crusader build commandbutton to build the copy instead of the normal one.
Offline acidbrain  
#7 Posted : Wednesday, January 11, 2017 6:29:54 AM(UTC)
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Deleted because im done with it...

Edited by user Thursday, January 12, 2017 2:57:48 AM(UTC)  | Reason: Not specified

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Offline klingondragon  
#8 Posted : Wednesday, January 11, 2017 7:07:35 AM(UTC)
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That wasn't an attack. That was merely me trying to help. It's you who react and take it the wrong way.

If two people who have English as a second language communicate in English it's very easy for a small miscommunication to cause disproportionate problems.
What you originally replied may be correct. However, after I managed to work out what was said, I thought a little more would help.
Also, as the original poster asked for more information after your poor reply, I'm more than justified for trying to help out.

Quote:
You can mod 1 map, you can make a minimod, you can add the stuff to a BIG file...

This makes little sense and I was just trying to clear it up a little.
Offline acidbrain  
#9 Posted : Wednesday, January 11, 2017 8:17:13 AM(UTC)
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Deleted because im done with it...

Edited by user Thursday, January 12, 2017 2:59:13 AM(UTC)  | Reason: End of communication between klingon and me

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Offline klingondragon  
#10 Posted : Wednesday, January 11, 2017 8:59:45 AM(UTC)
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You brought it up.
Offline AdrianeMapMaker  
#11 Posted : Thursday, January 12, 2017 12:59:04 AM(UTC)
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Can You Stop Guys I dont Want To Do another Thread ... I dont want to talk about this.. ok Lets start Again ..

Question:5
Did the MiniMod will be recognized By The World Builder?

Question:6
Did The Big.file Name matters or What ,in The Minimod?

Question:7
all The Moded Stuff is Always In The Big.file, Right?

Edited by user Thursday, January 12, 2017 1:04:21 AM(UTC)  | Reason: Not specified

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Offline acidbrain  
#12 Posted : Thursday, January 12, 2017 2:06:07 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
Question:5
Did the MiniMod will be recognized By The World Builder?

Yip

Originally Posted by: adrianemapmaker Go to Quoted Post
Question:6
Did The Big.file Name matters or What ,in The Minimod?

Name doesn't matter as long as you also use that BIG file name in the windows switch so if your BIG file is name newmod.BIG then name your windows switch -mod newmod.BIG.

Originally Posted by: adrianemapmaker Go to Quoted Post
Question:7
all The Moded Stuff is Always In The Big.file, Right?

Yip

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Offline AdrianeMapMaker  
#13 Posted : Thursday, January 12, 2017 2:12:02 AM(UTC)
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Originally Posted by: acidbrain Go to Quoted Post
windows switch


what do you mean by these ?

EDIT:
I Dont want to create a shortcut for my game.... if needed i will do,how?

Edited by user Thursday, January 12, 2017 2:15:26 AM(UTC)  | Reason: Not specified

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Offline acidbrain  
#14 Posted : Thursday, January 12, 2017 2:50:23 AM(UTC)
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If you want to use your own big file it is handy to have a separate shortcut so the game knows what to run...
Here is how to do it:
1. Go to your game root and select generals.exe
2. Right click and select create shortcut
3. cut/paste the new shortcut to your desktop and name it, mod name would be handy
4. select the shortcut, right click and select properties
5. locate the source and add -mod yourmod.BIG to it, apply and voilla you have just created a shortcut to your mod...

Be sure that there is a space between the end of the source path and -mod yourmod.BIG so something like this: ¨somekindofpath\blabla.exe¨ -mod yourmod.BIG

Check the first post I made again, there is a link with possible switches

Greetz

Edited by user Thursday, January 12, 2017 2:55:22 AM(UTC)  | Reason: Secret

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Offline AdrianeMapMaker  
#15 Posted : Thursday, January 12, 2017 3:04:09 AM(UTC)
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Ini Stuff

Question:8
Did i need to separate all the code like or all in one?

like i will do:
commandset.ini
commandbutton.ini
weapon.ini
object.ini


Question:9
Is the big file's for minimod is need a shortcut?is it very impotant?

Edited by user Thursday, January 12, 2017 3:08:47 AM(UTC)  | Reason: Not specified

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Offline Zatsupachi  
#16 Posted : Thursday, January 12, 2017 3:09:41 AM(UTC)
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Question 8-
Preferrably yes.
It's more organized that way.

Question 9-
The reason for shotcuts is so that you wont need multiple copies of your ZH/Generals directory. You just a shortcut that tells the exe beforehand to read the corresponding .big files.

Edited by user Thursday, January 12, 2017 3:12:33 AM(UTC)  | Reason: Not specified

"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!
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Offline AdrianeMapMaker  
#17 Posted : Thursday, January 12, 2017 3:17:43 AM(UTC)
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Question:10
Originally Posted by: acidbrain Go to Quoted Post
3. cut/paste the new shortcut to your desktop and name it, mod name would be handy


So do i Need To Delete the old one right?

Question:11
How to Put my Ini In a BigFile Archive?

Question:12
Can I Put a Several Ini In one mapFolder?

Guys Thanks for Advance(i love this communityLaugh )

Edited by user Thursday, January 12, 2017 3:41:47 AM(UTC)  | Reason: Not specified

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Offline klingondragon  
#18 Posted : Thursday, January 12, 2017 5:01:12 AM(UTC)
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9. If you want your stuff to show up in WB make sure it's in the root directory. Only once you're finished with WB should you use a special nodded shortcut to run the game.
10. No. The old shortcut would run the game normally. The new shortcut would run this mod.
11. Open finalbig (if you don't have it, check the downloads section of cnclabs). Click New >> BIG Archive. Click and drag your files into finabig. Make sure their names are: 'Data/INI/[filename]' (and your object should be: 'Data/INI/Object/[filename]'). Save as something like: `MapMod.big or 00MapMod.big ( the '`' and '00' are to make sure the mod shows up at the top of the list alphabetically and hence is added to the game first).
12. No. The map folder can only have the one ini file (map.ini). The big archive mods the whole game.

Also, a note on your English.
I think you mean 'does' not 'did' in question 5 and 6. Actually I think 'Will' fits the second half of the sentence better'.
And 'do' not 'did' in question 8.
'did' is the past tense of 'do' and is usually used to ask if someone has completed a task (or other action) e.g.: "Did you eat breakfast this morning".
You're asking what you should be doing so you you could use: "Do I ..." or perhaps it would be better to use: "Should I ...".
(Note, this is not an attack but some constructive advice.)

Edited by user Thursday, January 12, 2017 5:13:09 AM(UTC)  | Reason: Added the English lesson

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Offline AdrianeMapMaker  
#19 Posted : Thursday, January 12, 2017 5:11:32 AM(UTC)
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Question:13
Can i do a unit using a map ini? or can i moded the whole unit using Map.ini ,like this:

adding the new unique commandset on it
adding the new unique weapon on it
adding the new unique commandbutton

and the whole Unit that being moded on it....

Question:14

this is related at question13,is there's a limit in map.ini?

Guys Thanks.Big Smile

Edited by user Thursday, January 12, 2017 5:16:26 AM(UTC)  | Reason: Not specified

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Offline klingondragon  
#20 Posted : Thursday, January 12, 2017 5:18:06 AM(UTC)
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13. It depends what you want to do with the unit.
You can add new units and structures but the build times and costs won't work in game.
However a new commandbutton, commandset, and weapon can all be added using a map.ini.
14. If you mean character limit in the file: I doubt it (but I don't Know. If you mean limit in what you can do: as I've already said (in this reply, and others), there are a few things map.inis just can't do (namely: build times and build costs (I think there are a couple more things but I don't know what they are off the top of my head)).
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AdrianeMapMaker on 1/12/2017(UTC)
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