Private Joined: 6/29/2016(UTC) Posts: 35
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i need to know how i can add chinese nuclear carpet bombing to US airforce General. Here is the Nuke carpet bomb science - Science Early_SCIENCE_ChinaCarpetBombNuke PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank5 SciencePurchasePointCost = 3 IsGrantable = Yes DisplayName = SCIENCE:ChinaCarpetBombNuke Description = CONTROLBAR:ToolTipChinaScienceCarpetBombNuke End
Here is Where i want to put it CommandSet AirF_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseScienceLeafletDrop 2 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceHelicopterReinforcements1 5 = Command_PurchaseScienceHelicopterReinforcements2 6 = Command_PurchaseScienceHelicopterReinforcements3 8 = Command_PurchaseScienceSpectreGunship1 9 = Command_PurchaseScienceSpectreGunship2 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1 14 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2 15 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3 END I want to get rid of 1 = Command_PurchaseScienceLeafletDrop and put Early_Command_PurchaseScienceCarpetBombNuke , I dont know Why It says "Early_Command" is this a problem? Should I Delete the "Early_" Part? Any Help would be Appriciated - Thank you
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Major Joined: 3/27/2015(UTC) Posts: 490
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-You can make a copy of that SCIENCE. And change SCIENCE_CHINA to SCIENCE_AMERICA. -Add the PurchaseScience button to that CommandSet -The PurchaseScience your looking for is probably Nuke_SCIENCE_CHINA_CommandSetRank8. -Then add the OCLSpecialPower from Nuke_ChinaCommandCenter to the correct CommandCenter. -Then update that CommandCenter's CommandSet with Nuke_Command_ChinaCarpetBomb on that CommandCenter's CommandSet. -And update AirF_SpecialPowerShortcutUSA with Nuke_Command_ChinaCarpetBombFromShortcut. Edited by user Saturday, January 21, 2017 9:43:57 AM(UTC)
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1 user thanked Zatsupachi for this useful post.
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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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1 user thanked klingondragon for this useful post.
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Private Joined: 6/29/2016(UTC) Posts: 35
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Thanks guys you helped me figure it out - one more question .. whats a module tag? i know i need it for generals power to work but one of the powers im trying to use doesnt have a module tag i can just copy and paste from a faction command center ini. any idea what it is and how i might create one? Does the moduletag number mean any thing? HELP . and thank you
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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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All modules should have a unique module tag. EA uses ascending numbers. Often modders use very high numbers or add letters to the tags to ensure they don't conflict with existing modules.
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Private Joined: 6/29/2016(UTC) Posts: 35
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is there any way to open up the list of module tags? i use Final.big , is it availible in there at all?
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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 really doesn't matter what the tag is. It matters what the module behavior is. Code: Behavior = PhysicsBehavior ModuleTag_07
Mass = 5.0
End
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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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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Again, Those aren't actually the module tags. |
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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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Originally Posted by: smokezalot16 is there any way to open up the list of module tags? i use Final.big , is it availible in there at all? Any string can be a module tag, as long as it's unique. The following module is valid: Code: Behavior = PhysicsBehavior MyModIsTheBestestModEVAR
Mass = 5.0
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CommieDog: Because someone has to do your dirty work for you |
1 user thanked CommieDog for this useful post.
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