cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
im trying to create a mod map for generals, but i cant seem to get any changes working ingame

heres my current map.ini which basically sets the USA ranger to do huge amounts of damage:

WaterTransparency
  TransparentWaterMinOpacity = 0.6   ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
  TransparentWaterDepth = 8.0       ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
End


;------------------------------------------------------------------------------
Weapon RangerAdvancedCombatRifle
  PrimaryDamage           = 500.0
  PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange             = 100.0
  DamageType              = SMALL_ARMS
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_GenericMachineGunFire
  VeterancyFireFX         = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound               = RangerWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 100              ; time between shots, msec
  ClipSize                = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 700              ; how long to reload a Clip, msec
  WeaponBonus             = DRONE_SPOTTING RATE_OF_FIRE 200%
  WeaponBonus             = DRONE_SPOTTING RANGE        200%
  WeaponBonus             = DRONE_SPOTTING DAMAGE       200%
End


but i notice no change ingame :(

ps- my map.ini is correctly placed in my map's folder
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
Sponsor
Annihilationzh
14 years ago
Nothing stands out as wrong.

Map.inis are very glitchy, so this might not work simply because it wasn't programmed well enough by EA.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
NOP
  • NOP
  • 100% (Exalted)
  • Major
14 years ago
Does your water transparency stuff work? What I mean is, is it a problem with the whole map.ini or just the ranger weapon part?
NOP
  • NOP
  • 100% (Exalted)
  • Major
14 years ago
map.ini cannot change the stats of existing weapons in weapon.ini, but it can create brand new weapons!

So says Beng!!!
cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
ah i see... thanks! :)

but if i create a new weapon for the ranger, id also need to edit the ranger object to use it... do i have to again make a 'new' ranger object, or am i allowed to edit the existing ranger?
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
ok nvm... all works fine now

finally, how do i name my map exactly?
ive named it in the map settings, but ingame it just shows Missing:'my map name'
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
NOP
  • NOP
  • 100% (Exalted)
  • Major
14 years ago
Yes, you are missing a string.... You need to create a map.str file where you define it... I'm not 100% sure I remember correctly but try putting in:


my map name ;(What you put in map settings)
"My map name" ;(What you want the map to be displayed as)
END

Example if your map name is Mountain Fox in the map settings, And you want it to be seen as Mountain Fox in game, yoou would type:

Mountain Fox
"Mountain Fox"
END

Squidhead
14 years ago
I realise I could start a new thread but you guys seemed knowledgable here so sorry about this... but I am having a similiar problem getting rangers to fire like shotguns instead but none of my changes to weapon.ini have made any changes no matter where I place it 😕 I saw someone said something about weapons.ini before but it didn't make much sense.
Annihilationzh
14 years ago
Map.inis are related to maps, and go in the same folder as a .map file. They make map-specific changes to the game code.

Weapon.ini is a modding file, and thus goes in the main game directory. A Map.ini can make changes to this file temperarily for a single map.

If you want your code checked, you'll have to post it.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Squidhead
14 years ago
Not sure why but it still won't work. I was hoping it would be as quick and easy as swapping out the models but I guess not. =/

Well it doesn't matter now, I forgot I could modify the INI.big so I think I'll just back it up and do it that way. :)

EDIT: Btw forgot to say, thanks for the help and the really quick response.
cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
i still get a missing name despite creating a map.str :(

i put in 'TournamentDesertPlus' as the name in my map settings, and then had this in the str-


TournamentDesertPlus
"Tournament Desert Plus"
END

edit-
also, it seems locomotor edits in the map.ini causes my mod map to crash after the game ends:

;-----------------------------
Locomotor RocketBuggyLocomotor1
  Surfaces = GROUND
  Speed = 90                ; in dist/sec
  SpeedDamaged = 80         ; in dist/sec
  TurnRate = 210            ; in degrees/sec
  TurnRateDamaged = 210     ; in degrees/sec
  Acceleration = 90         ; in dist/(sec^2)
  AccelerationDamaged = 80  ; in dist/(sec^2)
  Braking = 50              ; in dist/(sec^2)
  MinTurnSpeed = 20         ; in dist/sec
  TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
  ZAxisBehavior = NO_Z_MOTIVE_FORCE
  Appearance = FOUR_WHEELS

  AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
  BounceAmount = 200              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
  PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
  RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
  PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  ForwardAccelerationPitchFactor = 0.5  ; How much acceleration will cause the front to lift, or dip for stops.
  LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.

  HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
  CanMoveBackwards = Yes        ; Can move backwards.
  MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
  MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
  FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
End

;------------------------------------------------------
;GLA Rocket Buggy
Object GLAVehicleRocketBuggy

; *** ENGINEERING Parameters ***
 
  Locomotor = SET_NORMAL RocketBuggyLocomotor1

End

i cant see anything wrong with this code... am i missing something?
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
glumurr
14 years ago
try then placing the locomotor in Locomotor.ini.
maybe new locomotor doesn't work in map.ini (creating a new one)
hmm...
if I don't reply to a topic I don't know the answer - sorry
Annihilationzh
14 years ago
Locomotors and AI updates are linked. With these, you have to use a ReplaceModule on the AIUpdate and then place the locomotor after it.

Observe what I did in another thread:

Object AirF_AmericaJetCargoPlane
ReplaceModule ModuleTag_09
  Behavior = DeliverPayloadAIUpdate ModuleTag_09_Override
    DoorDelay         = 500
    MaxAttempts       = 4
    DropOffset        = X:0 Y:0 Z:-10
    DropDelay         = 1000 ; time in between each item dropped (if more than one)
    PutInContainer    = LargeParachute
    DeliveryDistance  = 150
  End
End
  Locomotor = SET_NORMAL B52Locomotor
End
I didn't change the locomotor, yet I still had to add it. If you want to change the locomotor, you also have to replace the AI module.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
stefandeath
14 years ago

i still get a missing name despite creating a map.str :(

cgf123` wrote:


Save the file as map.str in your map directory.
Do not forget to restart ZH, since map.ini and map.str files will only take affect if you restarted the game.
The game will now show that random ffadffs text.
Naamloos.jpg

Click to View Image70 View(s)



My self made CCG Zero Hour Maps can be downloaded from here . Readme files are included.
My Uploaded Race Maps: Race map v3.1  | Race Map v2.5 
cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
all works fine now, thanks for the help everyone 🙂
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out!