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Offline ChiefofChiefs  
#1 Posted : Friday, November 25, 2011 5:26:07 AM(UTC)
ChiefofChiefs
Private
Joined: 11/25/2011(UTC)
Posts: 2
Location: Idaho

Hi, I'm a beginner in modding, but I have always wanted to mod Generals to make it a much more tactful game than it currently is.

1) Instead of training 1 soldier at a time, I want it to train a squad of 4-6 soldiers at a time, such as in Halo Wars.

2) When moving a group of different units, such as a tank and a chopper, I want all the units to travel at the same speed, so they all arrive at the same time. So, for example, the chopper's speed would slow down to match that of the tank.

3) I think their should be a chain of command pyramid so you can assign a group of units to specific organization. For example, if I had a group of tanks and I wanted them all to be in the same unit, I would designate them "A Company", or "1st Battalion". BUT, I may still want to be able to split them up into smaller units, so while all of them make up "A Company" or "1st Battalion", maybe broken up into three different groups after that is "1st Platoon", or "1st Squad". The pyramid should also be visible on the screen as a menu, in order to quickly select units. This style would be similar to the menu in Tom Clancy's Endwar.

4) The AI definitely need to be improved. I always spend a lot of time setting up my base defenses, but the AI is always sending small war party's to my base that can be killed fast. I think the AI should spend more time setting up their defenses and instead of, or in addition to, the war parties, they should come up with a large offensive plan which involves multiple units. That would make skirmishes much more challenging.

5) The skirmish maps should be MUCH bigger than they currently are. The bases should be a few miles away from each other, scaled down of course to the speed of the units and the time of each match.

This is what I think should be changed. The reason I put this forum here is (1) I could use some advice because I'm not sure where to start with this mod, and (2) If anybody thinks they can complete this mod, then please go for it. We can race to the finish. (3) I'm not even sure if some of these mods are possible, and if they are, there is probably a lot of coding involved, so again advice! My email is buch.matt@gmail.com Thanks.
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Offline glumurr  
#2 Posted : Friday, November 25, 2011 8:55:55 AM(UTC)
glumurr
Major
Joined: 3/1/2011(UTC)
Posts: 233
Location: Iceland

answer:
1)
Will explain when I get home to the Computer

2)
Selcet a group of units and press "Ctrl + F" then just press at any spot of the map. if you will hold Alt down to make waypoints for them then this wont work. Then they will just go at their regular speed. so pressing Ctrl + F will make the selceted group move at the same speed.

3)
Not sure what you are talking about but if I am right you want them to be assigned for teams? If so then select some units and press Ctrl + Any Number (1,2,3,4,5,6,7,8,9,0) ehich means you can make ten teams. you can not press two letters at the time so you will make "Team no. 32 or something like that)
If you are not talking about assigning them to teams then I don't know what you are talking about :)

4)
I have never understood how to mod the AI. I'm sure there are some mods out there.

5)
Hmm.. if the skirmish maps would be bigger it would have taken a longer time for EA to create them. I'm not sure but it might give a massive lag to older computers to have large maps.
you can make them larger somehow (don't ask me - I don't know anything about map making)


===
Don't be mad if I didn't understand your questions.We never speak english in my country so my english is not the best
hmm...
if I don't reply to a topic I don't know the answer - sorry
Offline NewNightmare  
#3 Posted : Friday, November 25, 2011 5:59:22 PM(UTC)
NewNightmare
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Joined: 5/24/2010(UTC)
Posts: 492

Was thanked: 48 time(s) in 40 post(s)
for 1) look up angry mob codes, it's there somewhere

Code:
Object GLAInfantryAngryMobNexus 

;**** ART Parameters **************************
  SelectPortrait         = SUAngryMob_L
  ButtonImage            = SUAngryMob
  
  UpgradeCameo1 = Upgrade_GLAArmTheMob
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = None
;      Model = AVBomber_B
    End
  End


;****DESIGN parameters **************************

  DisplayName      = OBJECT:AngryMobNexus
  Side = GLA

  RadarPriority       = NOT_ON_RADAR

  EditorSorting   = INFANTRY
  TransportSlotCount = 0                 ;how many "slots" we take in a transport (0 == not transportable)

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY GLAAngryMobNexusHarmlessWeapon
    Weapon = SECONDARY GLAAngryMobNexusHarmlessWeapon
    Weapon = TERTIARY GLAAngryMobNexusHarmlessWeapon
  End


  ArmorSet
    Conditions      = None
    Armor           = InvulnerableAllArmor
    DamageFX        = None
  End

  BuildCost       = 800
  BuildTime       = 15.0          ;in seconds    
  VisionRange     = 150  ; it can scout for the spawn
  ShroudClearingRange = 0

  Prerequisites
    Object = GLABarracks
    Object = GLAPalace
  End

  ExperienceValue    = 5 5 5 5 ;Experience point value at each level

  IsTrainable     = No



  CommandSet    = GLAInfantryAngryMobCommandSet;

;**** AUDIO Parameters *****************************
  VoiceSelect = AngryMobVoiceSelect
  VoiceMove = AngryMobVoiceMove
  VoiceGuard = AngryMobVoiceMove
  VoiceAttack = AngryMobVoiceAttack
  SoundMoveStart = NoSound
  SoundAmbient = AngryMobAmbientLoop
  SoundAmbientRubble = NoSound
  UnitSpecificSounds
    VoiceCreate          = AngryMobVoiceCreate
  End


;**** ENGINEERING Parameters ******************************

  RadarPriority = UNIT
  KindOf = PRELOAD CAN_ATTACK INFANTRY MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE SELECTABLE SCORE
  Body = ImmortalBody ModuleTag_02
    MaxHealth       = 99999.0
    InitialHealth   = 99999.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = Yes
  End

  Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
  Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
  Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!

;  Locomotor = SET_NORMAL WanderHumanLocomotor ;Important! don't make the Nexus any faster!
;  Locomotor = SET_WANDER WanderHumanLocomotor ;Important! don't make the Nexus any faster!
;  Locomotor = SET_PANIC WanderHumanLocomotor ;Important! don't make the Nexus any faster!

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior            = SpawnBehavior ModuleTag_05
    SpawnNumber       = 10
    SpawnReplaceDelay = 30000 ; 30 seconds

        SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin
        SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume
        SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
        SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret
        SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top
        SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
        SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil



    ExitByBudding = Yes;!

    InitialBurst = 5 ; the first set of 5 will not delay
    OneShot     = No
    AggregateHealth = Yes
    SlavesHaveFreeWill = No
  End

  Behavior = QueueProductionExitUpdate ModuleTag_06
    UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
    NaturalRallyPoint = X: 0.0  Y:  0.0   Z:0.0
    ExitDelay     = 5000 ; 5 sec
    InitialBurst = 5 ; the first set of 5 will not delay
  End

  Behavior = DestroyDie ModuleTag_07
    DeathTypes = ALL
  End

  Geometry = CYLINDER
  GeometryMajorRadius = 1.0
  GeometryMinorRadius = 1.0
  GeometryHeight = 1.0     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME

End


SpawnBehavior is what you want. You have to make a 2nd unit except e.g. ranger for that, call it like RangerGroup, copy all that code, edit 2 ur taste, and add buttons. easy
5)dunno how to re-size them, but making new ones is fairly simple. you could re-make them and save as original ones to keep them as the 'official maps'

Edited by user Friday, November 25, 2011 6:18:27 PM(UTC)  | Reason: Not specified

Offline ChiefofChiefs  
#4 Posted : Saturday, November 26, 2011 8:17:56 AM(UTC)
ChiefofChiefs
Private
Joined: 11/25/2011(UTC)
Posts: 2
Location: Idaho

Thanks glumurr for that. I didn't know some of those settings were already in the game. For (3), yes I was talking about teams. I was just describing it in military terms. I think I found an AI mod, but I will have to test it. Having a bigger map shouldn't affect my computer. I have lots of RAM and VRAM.

newnightmare, I'm not the smartest when it comes to coding, but I'll search the script for spawn behavior. What should I use for mapmaking?
Offline glumurr  
#5 Posted : Saturday, November 26, 2011 11:10:39 AM(UTC)
glumurr
Major
Joined: 3/1/2011(UTC)
Posts: 233
Location: Iceland

for map making - worldbuilder.
just search it on the computer..
you should find it I hope
hmm...
if I don't reply to a topic I don't know the answer - sorry
Offline NewNightmare  
#6 Posted : Saturday, November 26, 2011 1:24:36 PM(UTC)
NewNightmare
Colonel
Joined: 5/24/2010(UTC)
Posts: 492

Was thanked: 48 time(s) in 40 post(s)
Chiefof coding is really simple, just read it few times and take it logically..
Code:
  Behavior            = SpawnBehavior ModuleTag_05
    SpawnNumber       = 10
    SpawnReplaceDelay = 30000 ; 30 seconds

        SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin
        SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume
        SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
        SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret
        SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top
        SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
        SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil



    ExitByBudding = Yes;!

    InitialBurst = 5 ; the first set of 5 will not delay
    OneShot     = No
    AggregateHealth = Yes
    SlavesHaveFreeWill = No
  End

That's the module responsible spawning a group unit, which basically is a group of units.
The basics that can be extracted by any1 would be:
SpawnNumber = No. of units in a team
SpawnReplaceDelay = Time till 1 unit respawns (Angry mobs 'replenish' themselves automatically)
SpawnTemplateName = the name of unit (as you can see you can have as many as you wish)
ExitByBudding = No idea (ive never tested the module itself), only way to see the effect would be selecting 'No' and comparing to andgy mob behavior
InitialBurst = once created they appear as a half-group don't they? and 'reproduce' on the battlefield
OneShot = each of the units in a group is a 1-shot 1-dead type
AggregateHealth = ??
SlavesHaveFreeWill = ?? something with group behavior I assume

Also, as I already said, you have to add a separate unit. TBH, I've never really went into group spawning, so I can't say 2 much. But my advise would be, make something simple, just to get familiar with the code, then move on to making what you'd like to do.
http://www.gamefront.com/files/5465540/Zero_Hour_Module_list
This might be a little useful sometimes.

P.S. If you realllly wanna go into that group think straight in, extract the code using FinalBIG program, from INI.big file in main C&C directory, inside the GLAInfantry.ini file, by searching for the angry mob nexus, and the little 'minions' (SpawnTemplateName = *these*)
Copy it into separate txt file, look at it, look at things like weapons they use, and modules they have, and then based on that make your own. Trial and error is the best way to learn it, + if you really encounter some serious crap, here we are ;)

Edited by user Saturday, November 26, 2011 1:34:19 PM(UTC)  | Reason: Not specified

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