Private Joined: 5/25/2018(UTC) Posts: 23 Thanks: 5 times
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ANy help, how to make for example Helix china helicopter available to buy only 1 time, and then not being available to buy it until the first helicopter dies.
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Moderator Joined: 7/6/2004(UTC) Posts: 944 Location: Canada Thanks: 15 times Was thanked: 10 time(s) in 7 post(s)
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Unit.ini > under Burton find the "Hero unit" variable, copy paste. Edited by user Friday, May 25, 2018 6:38:24 PM(UTC)
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Private Joined: 5/25/2018(UTC) Posts: 23 Thanks: 5 times
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Originally Posted by: renaissance Unit.ini > under Burton find the "Hero unit" variable, copy paste. there`s no unit.ini file in extracted data folder.
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Major Joined: 11/6/2015(UTC) Posts: 152
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MaxSimultaneousOfType = 1 search and think.
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1 user thanked rey for this useful post.
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
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But this usually works a little buggy (at least with map.ini) You can order 9 with each producer and when 1 is built , then it will be Locked . So , 8 others will also be built ! |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
1 user thanked Unknown Editor for this useful post.
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General Joined: 12/30/2011(UTC) Posts: 982
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Originally Posted by: Unknown Editor But this usually works a little buggy (at least with map.ini) You can order 9 with each producer and when 1 is built , then it will be Locked . So , 8 others will also be built ! It seems like rey didnt think it through...:P |
Panem et kirkinses |
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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You can limit how many things you can queue in a production building to avoid this. |
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Private Joined: 5/25/2018(UTC) Posts: 23 Thanks: 5 times
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Originally Posted by: Unknown Editor But this usually works a little buggy (at least with map.ini) You can order 9 with each producer and when 1 is built , then it will be Locked . So , 8 others will also be built ! so, in what file is that? it is about vehicle or unit, but not building.
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
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About the main File , It's called "INI" OR "INIZH" . Now if you have them extracted or if you are looking in them using "Dragon Unpacker" The file you are looking for In C&C Generals is : Data\INI\Object\FactionUnit.ini In C&C Generals ZH : Data\INI\Object\AmericaInfantry.ini You can also open INI files with Notepad and then look for "Object AmericaInfantryColonelBurton" How about an upgrade , Like American Drons : When one dies you can actually build another one . But also , If you have more than 1 producer , it can be a trouble . Loading more (if there is) ... ... ... Edited by user Saturday, May 26, 2018 8:54:00 PM(UTC)
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Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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Moderator Joined: 7/6/2004(UTC) Posts: 944 Location: Canada Thanks: 15 times Was thanked: 10 time(s) in 7 post(s)
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Originally Posted by: costarica1 Originally Posted by: renaissance Unit.ini > under Burton find the "Hero unit" variable, copy paste. there`s no unit.ini file in extracted data folder. Sorry about that. I was thinking of the wrong game. It's been to long. This is why I abstain from helping these days. |
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Major Joined: 3/27/2015(UTC) Posts: 490
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Originally Posted by: rey MaxSimultaneousOfType = 1 Just slap this on your object code and be done with it, nothing complicated about it. |
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1 user thanked Zatsupachi for this useful post.
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Private Joined: 5/25/2018(UTC) Posts: 23 Thanks: 5 times
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ok, done, it`s working with any unit. thanks.
anyone can tell if it is possible, using glabuilding.ini file. I wanted to add button for additional energy in command center, added buttons from americabuilding.ini and it is working and is seen. but the build cost of this energy is 1$, i need to indicate this like 50000. and this energy upgrade builds in 2 seconds, too fast for me. any help?
; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = GLA EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 EnergyProduction = 3;5;0 EnergyBonus = 50 I edited this like bonus energy which works and adds me 50 additional en. CommandSet = GLACommandCenterCommandSet VisionRange = 300.0 ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmorTough DamageFX = StructureDamageFXNoShake End
ExperienceValue = 200 200 200 200 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction MaxSimultaneousLinkKey = Superweapon
; *** AUDIO Parameters *** VoiceSelect = CommandCenterGLASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds UnderConstruction = UnderConstructionLoop End
; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = EMP_HARDENED PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_TECHNOLOGY FS_SUPERWEAPON NO_HEAL_ICON NO_HEAL_ICON Body = StructureBody ModuleTag_04 MaxHealth = 5000.0 InitialHealth = 5000.0
SubdualDamageCap = 5200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End This I also added to the file below.
Behavior = PowerPlantUpgrade ModuleTag_07 TriggeredBy = Upgrade_PowerEx End Behavior = BaseRegenerateUpdate ModuleTag_08 ;No data End Behavior = PowerPlantUpdate ModuleTag_09 RodsExtendTime = 600 End
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Major Joined: 3/27/2015(UTC) Posts: 490
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Very unclear. What do you mean by: "Indicate"? a)Indicate the price in tooltips when purchasing the upgrade? -->Go look the upgrade entry in upgrade.ini b)Indicate the change in power/cost through a text popup? -->Sorry, no dice here mate. c)Indicate the upgrade taking effect on the command center. -->Do you have a custom model that you can assign the ConditionState "POWER_PLANT_UPGRADED"? -->What change on the building do you want to see? You can once more, look at the upgrade entry in upgrade.ini for the properties of said upgrade. Edited by user Monday, May 28, 2018 6:06:12 AM(UTC)
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1 user thanked Zatsupachi for this useful post.
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Private Joined: 5/25/2018(UTC) Posts: 23 Thanks: 5 times
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ok, done, I just didn`t find yesterday upgrade.ini file. I was looking for it in object folder instead. you can check the result if want, only 0.5mb video file. watch with pause. thanks. that`s all. https://ufile.io/qbx7z
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