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Offline Decrosse  
#1 Posted : Friday, August 3, 2012 10:21:02 PM(UTC)
Decrosse
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I'm still new to modding, and could probably use some step-by-step help with the factions' 'generals' powers (like MOAB, etc. changing them), and other ini stats...

I add factions to PlayerTemplate.ini, where to put it to test if copied files to other location? (to get it to show up in dropdown menu)

anyone wish to help with mod project? I know I can't do all of it on my own...

I can't read minds either, questions could help... may need help with some models/modeling/texturing/etc... (I do have 3DS Max on my comp)

for now I'll just work on getting infos/structures/units/etc for the factions... and work on the story for it.

Sponsor
Offline NewNightmare  
#2 Posted : Saturday, August 4, 2012 8:28:10 AM(UTC)
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Quote:
I know I can't do all of it on my own...

Yes You Can! ;)
Ive never added a new faction, but you can post some details about what exact power youre editing/adding, whats the target result, and what you have, so we know what we work on.
Offline precision_bomber  
#3 Posted : Saturday, August 4, 2012 9:56:54 AM(UTC)
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I SHOULD really try 3ds Max someday...

Anyway... To the topic!
Changing General's Powers?

That's a lot of things to do... And it depends what General's Power.

You could check out other mods for examples...

And I believe you can do it all, just like what I am doing right now, save for the resources I use, I am greatly thankful for the people who made them...
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
Offline Decrosse  
#4 Posted : Saturday, August 4, 2012 10:34:18 AM(UTC)
Decrosse
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Don't think I can do modeling/textures for new factions... (I'm using student version of 3ds max)

But besides that, them powers will/may change depending on faction... This is just an example, so lately I've been playing Perimeter (Codemasters), StarCraft 2, Supreme Commander 2, etc.
Example is would like to bring in those other factions/units/structures/etc into ZH mod with old C&C factions as well... It'd be more fun. Replacing Generals factions while giving their specific structures/units to original ZH factions
Offline NewNightmare  
#5 Posted : Saturday, August 4, 2012 2:13:04 PM(UTC)
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Quote:
I'm using student version of 3ds max

works just like any other version, Ive one myself.
Export as 3DS, import to gmax, save as .gmax, open in RenX, Export as W3D.

Edited by user Saturday, August 4, 2012 2:17:17 PM(UTC)  | Reason: Not specified

Offline Decrosse  
#6 Posted : Saturday, August 4, 2012 7:37:55 PM(UTC)
Decrosse
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Originally Posted by: newnightmare Go to Quoted Post
Quote:
I'm using student version of 3ds max

works just like any other version, Ive one myself.
Export as 3DS, import to gmax, save as .gmax, open in RenX, Export as W3D.


I might've had trouble locating tools even using google, gmax & renx

currently the only things I got done are factions added on PlayerTemplate; that about it... well might have an .ini with new factions units/buildings temporary picked from default factions.
though I would like to replace the general-specific factions while giving their specific units/strutures/etc to the original factions respectively (while still keeping say normal Raptor as well as King Raptor available from USA Airfield, etc)

first to start though, hmm.... besides the above... above is main atm

All I do know is in skirmishes I'd like for them all to be balanced enough...
(other mods those I don't have will need download, so will wait for night or such...)



Now I do like C&C3 Tiberium Wars mod "the forgotten" however I kind of prefer/miss those from Tiberian Sun/Firestorm (miss Cabal too)
also my mod story in a way would be a continuation from Tiberian Firestorm story, so...


So, lets start with 1 faction at a time. "mutants"
- it's fine if shot flash is coming from ground or hood/windshield or roof of vehicle, for starting
Quote:
supply truck->OxPlow; the Ox needs a li'l model/texture edits

'Baracks'
- GLA AngryMob ; less 'people' model(s) if can, less damage a li'l more armor, allow attack Air/flying units but less damage. needs model/texture edits
- Pathfinder; stats edits... no stealth, less damage more armor. model/textures need edit - see 'War Factory' section
-Rocket Infantry; needs some edits
-Hacker(china)->HomelessGuy
-SecretPolice(china)->AsianFarmer01
-UNSoldier
-Partisan01-03
-Engineer->GenericFemale01; can attack + do a little damage to enemies (if close enough)

'Arms Dealer'
- USA Humvee->CarAsian1
- China Troop Crawler->Limo
-GLA Attack Bike->CarSport; no rider/cant change rider
-USA Medic/Ambulance->CarAmbulance
-GLA BombTruck->CINE_U05_TankerTruck
-USA RepairDrone->HorseDrawnCart; the horse needs a little edits texture/model
-China Battlemaster->Firetruck
-USA Marauder->Tractor
-GLA Rocket Buggy->CarSedan
-GLA BattleBus->PoliceCar; less garrison slots
-GLA Technical->CarCompact

'War Factory'
- will likely need a Modeler or more here... (I'll try attempting some myself, but I haven't modeled anything before)
Tiberian Fiend (Attack Dog)
Tiberian Alpha (Attack Panther)
Tiberian Charger (Elephant)
Tiberian Fighter (Rhinoceros)
Tiberian Wrangler (Snake)
Tiberian Crusher (Crocodile)
Tiberian Stinger (Scorpion)
Tiberian Watcher (Giraffe)
Tiberian Guard (Bull bovines)
Tiberian Scout (Horse)
Tiberian Wrecker (Rat, infiltrator/saboteur)
Tiberian Tanker (Alligator-Snapping Turtle)
- more may be added later

'Airfield'
see above 'War Factory'
I need to think for this section for the others...
-USA Raptor->AircraftCessna
-China Mig->AircraftCropDuster
-CommercialAirLinger -> new plane/jet
-ChinaJetCargoPlane -> new plane/jet
-ChinaJetCarpetBomber
-AmericaJetB3
-AmericaJetB52
-AmericaJetCargoPlane
-AmericaJetSpectreGunship
-Hellfire Drone (separate vehicle)
-Comanche->AmericaVehicleScoutDrone


more or less...
Offline brncao  
#7 Posted : Sunday, August 5, 2012 11:49:45 PM(UTC)
brncao
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I added a whole new faction using pre-existing stuff so I can probably help you add a new faction.

INI files:
Command & Conquer Generals Zero Hour\Data\INI

PlayerTemplate, ControlBarScheme, Eva, Armor, CommandButton, CommandSet, FXList, Locomotor, multiplayer (optional), ObjectCreationList, ParticleSystem, Rank (optional), Science, SoundEffects, SpecialPower, Upgrade (note you can only have up to 128 upgrades), Music (optional), Voice, Weapon, and ChallengeMode.

Command & Conquer Generals Zero Hour\Data\INI\Object
Put all the "objects" here. You can name the file with any name. An object consists of "Art Parameters," "Design Parameters," and "Engineering Parameters." This is where you'll be spending the most time troubleshooting and asking for help. Do this last because you want to get the other ini files working before doing something hard.

\Command & Conquer Generals Zero Hour\Data\INI\MappedImages\TextureSize_512
Cameos and art layout "instructions" go here. This tells the game what images you want to use. TGA images only.


At the very least these are the files I'm using to get the new faction up and running. There are some other ini files, but save that for last after you get the new faction working.

STR or CSF file:
Command & Conquer Generals Zero Hour\Data
Generals.str or Generals.csf

This file contains all the in-game strings. If you see something like "MISSING:xxx", it either means you did not add it/made a typo to Generals.str or you did not call the variable name correctly (either it was left out, a typo, or mistake).

Artwork
Command & Conquer Generals Zero Hour\Data\Art\Textures
Put all your textures and skins (dds files), and art layouts/cameos (tga files) here.

Command & Conquer Generals Zero Hour\Data\Art\W3D
Put all your W3D models here.

Audio
Command & Conquer Generals Zero Hour\Data\Audio\Sounds
All WAV files go here

Command & Conquer Generals Zero Hour\Data\Audio\Tracks
All music files (mp3) go here

Edited by user Monday, August 6, 2012 1:35:34 AM(UTC)  | Reason: Not specified

thanks 1 user thanked brncao for this useful post.
Decrosse on 8/7/2012(UTC)
Offline brncao  
#8 Posted : Monday, August 6, 2012 1:26:40 AM(UTC)
brncao
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Here's a tutorial on adding the new faction http://www.moddb.com/mod...-zh-adding-a-new-faction
You'll need to have the CommandSets, Images, Strings, and Starting Objects done because you haven't defined them yet. More on that later.

The very first thing you want to do is get organized and create a checklist of all the "buttons" with the new faction. My favorite places to start is the CommandSet. I'll use my example.
Before I begin, the naming convention is CommandSet followed by a variable name. Keep the variable names consistent and easy to understand. Remember to close it with an "END" statement after each block.

CommandSet Supreme_SCIENCE_AMERICA_CommandSetRank1
This is where you purchase science powers from rank 1-2. Up to 4 slots

CommandSet Supreme_SCIENCE_AMERICA_CommandSetRank3
This is where you purchase science powers from rank 3-4. Up to 15 slots

CommandSet Supreme_SCIENCE_AMERICA_CommandSetRank8
This is where you purchase science powers from rank 5. Up to 4 slots

Write down all the science powers.

CommandSet Supreme_SpecialPowerShortcutUSA
The shortcut powers to access the special powers from the side. You can have up to 11 shortcuts.

CommandSet Supreme_AmericaCommandCenterCommandSet
This builds the dozer and has all the special powers (or not if you don't want it there). The special powers can be added to any object (unit or structure).

CommandSet Supreme_AmericaDozerCommandSet
Write down all the structures you'll be adding to the dozer.

Next you have CommandSets for structures to build units.
You have basic things like barracks, war factory, supply depot, and airfield (and any other structures for building units). List all the units for each of them.

Now that you've gotten the basic new stuff down, we'll delve deeper and start adding commandsets to structures, infantries, vehicles, aircrafts, etc. You can do it in any order you like. This is to give you an idea what units/structures will have a "unique" commandset.

That's all there is to it.

Now you will have to define the CommandButton variables you created in the CommandSet.

Edited by user Monday, August 6, 2012 2:04:15 AM(UTC)  | Reason: Not specified

Offline brncao  
#9 Posted : Monday, August 6, 2012 1:51:03 AM(UTC)
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Here's my example from CommandButton.ini. Notice how I organized it. Use this as a guide. I'll have to omit some stuff so I don't exceed the character limit.
Code:
;-------------------------------------------------------------------------
;Supreme USA General
;-------------------------------------------------------------------------


;------------------------------------------------------
;Command Center CommandSet
;------------------------------------------------------
CommandButton Supreme_Command_ConstructAmericaDozer
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaVehicleDozer
  TextLabel     = CONTROLBAR:ConstructAmericaDozer
  ButtonImage   = SACDozer
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildDozer
End

CommandButton Supreme_Command_UAVStrike
  Command           = SPECIAL_POWER
  SpecialPower      = Supreme_SuperweaponUAVStrike
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science           = Supreme_SCIENCE_UAVStrike
  TextLabel         = CONTROLBAR:Lazr_A10ThunderboltMissileStrike
  ButtonImage       = SAFB22_3
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:Lazr_TooltipA10Strike
  RadiusCursorType  = A10STRIKE
  InvalidCursorName = GenericInvalid
  UnitSpecificSound = VoiceEvaAmericaSelectTarget
End

CommandButton Supreme_Command_ArtilleryBarrage
  Command           = SPECIAL_POWER
  SpecialPower      = Supreme_SuperweaponUSAArtilleryBarrage
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science           = Supreme_SCIENCE_USAArtilleryBarrage 
  TextLabel         = CONTROLBAR:USAArtilleryBarrage
  ButtonImage       = SAArtilleryBarrage3
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipFireUSAArtilleryBarrage
  RadiusCursorType  = ARTILLERYBARRAGE
  InvalidCursorName     = GenericInvalid
  UnitSpecificSound = VoiceEvaAmericaSelectTarget
End

CommandButton Supreme_Command_A10ThunderboltMissileStrike
  Command           = SPECIAL_POWER
  SpecialPower      = Supreme_SuperweaponA10ThunderboltMissileStrike
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science           = Supreme_SCIENCE_A10ThunderboltMissileStrike 
  TextLabel         = CONTROLBAR:A10ThunderboltMissileStrike
  ButtonImage       = SSAIRFA10Attack3
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipA10Strike
  RadiusCursorType  = A10STRIKE
  InvalidCursorName     = GenericInvalid
  UnitSpecificSound = VoiceEvaAmericaSelectTarget
End

CommandButton Supreme_Command_AmericaCommandCenter_FirstMenu
  Command       = OBJECT_UPGRADE
  Options       = NOT_QUEUEABLE
  Upgrade       = Upgrade_GLAWorkerRealCommandSet
  TextLabel     = CONTROLBAR:OneUp
  ButtonImage   = SAAmericaCommandSetUp
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = Nada
End

CommandButton Supreme_Command_AmericaCommandCenter_SecondMenu
  Command       = OBJECT_UPGRADE
  Options       = NOT_QUEUEABLE
  Upgrade       = Upgrade_GLAWorkerFakeCommandSet
  TextLabel     = CONTROLBAR:OneDown
  ButtonImage   = SAAmericaCommandSetDown
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = Nada
End

;-----------------------------------------------------
;Construction Dozer CommandSet
;-----------------------------------------------------

CommandButton Supreme_Command_ConstructAmericaPowerPlant
  Command       = DOZER_CONSTRUCT
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaPowerPlant
  TextLabel     = CONTROLBAR:ConstructAmericaPowerPlant
  ButtonImage   = SAPowerPlantSW
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildPowerPlant
End

CommandButton Supreme_Command_ConstructAmericaStrategyCenter
  Command       = DOZER_CONSTRUCT
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaStrategyCenter
  TextLabel     = CONTROLBAR:ConstructAmericaStrategyCenter
  ButtonImage   = SAStrategyCenter
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildStrategyCenter
End

CommandButton Supreme_Command_ConstructAmericaBarracks
  Command       = DOZER_CONSTRUCT
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaBarracks
  TextLabel     = CONTROLBAR:ConstructAmericaBarracks
  ButtonImage   = SABarracks
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildBarracks
End

CommandButton Supreme_Command_ConstructAmericaSupplyDropZone
  Command       = DOZER_CONSTRUCT
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaSupplyDropZone
  TextLabel     = CONTROLBAR:ConstructAmericaSupplyDropZone
  ButtonImage   = SADropZone
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildSupplyDropZone
End

;-----------------------------------------------------
;Airfield CommandSet
;-----------------------------------------------------

CommandButton Supreme_Command_ConstructAmericaJetRaptor
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaJetRaptor
  TextLabel     = CONTROLBAR:ConstructAmericaJetRaptor
  ButtonImage   = SACRaptor
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildRaptor
End

CommandButton Supreme_Command_ConstructAmericaJetAurora
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaJetAurora
  TextLabel     = CONTROLBAR:ConstructAmericaJetHypersonicAurora
  ButtonImage   = SAHypAurora
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildHypersonicAurora
End

;-----------------------------------------------------
;Helipad CommandSet
;-----------------------------------------------------

CommandButton Command_ConstructAmericaVehicleCobra
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = AmericaVehicleCobra
  TextLabel     = CONTROLBAR:ConstructAmericaVehicleCobra
  ButtonImage   = SACobra
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildCobra
End

CommandButton Supreme_Command_ConstructAmericaVehicleKingComanche
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaVehicleKingComanche
  TextLabel     = CONTROLBAR:Airf_ConstructAmericaVehicleComanche
  ButtonImage   = SAStealthComm
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildComanche
End

;-----------------------------------------------------
;Supply Center CommandSet
;-----------------------------------------------------

CommandButton Supreme_Command_ConstructAmericaVehicleChinook
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaVehicleChinook
  TextLabel     = CONTROLBAR:ConstructAmericaVehicleChinook
  ButtonImage   = SAChinook
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABUildChinook
End

;-----------------------------------------------------
;Sky Crane CommandSet
;-----------------------------------------------------

CommandButton Supreme_Command_AmericaVehicleSkyCrane_FirstMenu 
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_GLAWorkerRealCommandSet
  TextLabel     = CONTROLBAR:OneUp
  ButtonImage   = SAAmericaCommandSetUp
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = Nada
End

CommandButton Supreme_Command_AmericaVehicleSkyCrane_SecondMenu 
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_GLAWorkerFakeCommandSet
  TextLabel     = CONTROLBAR:OneDown
  ButtonImage   = SAAmericaCommandSetDown
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = Nada
End

;-----------------------------------------------------
;Barracks CommandSet
;-----------------------------------------------------

CommandButton Supreme_Command_ConstructAmericaInfantryRanger
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaInfantryRanger
  TextLabel     = CONTROLBAR:ConstructAmericaInfantryRanger
  ButtonImage   = SAMarineArmor
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildRanger
End

CommandButton Supreme_Command_ConstructAmericaInfantryEMPMissileDefender
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaInfantryEMPMissileDefender
  TextLabel     = CONTROLBAR:ConstructAmericaInfantryEMPMissileDefender
  ButtonImage   = SAEMPMissileDefender2
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildEMPMissileDefender
End

;-----------------------------------------------------
;War Factory CommandSet
;-----------------------------------------------------

CommandButton Supreme_Command_ConstructAmericaTankCrusader
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaTankCrusader
  TextLabel     = CONTROLBAR:ConstructAmericaTankCrusader
  ButtonImage   = SACLeopard
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildCrusader
End

CommandButton Supreme_Command_ConstructAmericaVehicleHumvee
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaVehicleHumvee
  TextLabel     = CONTROLBAR:ConstructAmericaVehicleHumvee
  ButtonImage   = SAHummer
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildHumvee
End

;-----------------------------------------------------
;Advanced War Factory CommandSet
;-----------------------------------------------------

CommandButton Supreme_Command_ConstructAmericaVehiclePaladin
  Command       = UNIT_BUILD
  UnitSpecificSound = MoneyWithdraw
  Object        = Supreme_AmericaTankPaladin
  TextLabel     = CONTROLBAR:ConstructAmericaTankPaladin
  ButtonImage   = SAPaladin
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildPaladin
End

;-----------------------------------------------------
;Strategy Center CommandSet
;-----------------------------------------------------

CommandButton Supreme_Command_UpgradeAmericaMammothShield
  Command       = PLAYER_UPGRADE
  Upgrade       = Upgrade_AmericaEnergyShieldGenerator
  ;Options       = NEED_SPECIAL_POWER_SCIENCE
  ;Science       = SCIENCE_MammothTank
  TextLabel     = CONTROLBAR:UpgradeAmericaEnergyShields
  ButtonImage   = SSMammothShield
  ButtonBorderType        = UPGRADE
  DescriptLabel           = CONTROLBAR:TooltipUSAUpgradeEnergyShields
  UnitSpecificSound = MoneyWithdraw
End

CommandButton Supreme_Command_AmericaStrategyCenter_FirstMenu 
  Command       = OBJECT_UPGRADE
  Options       = NOT_QUEUEABLE
  Upgrade       = Upgrade_GLAWorkerRealCommandSet
  TextLabel     = CONTROLBAR:OneUp
  ButtonImage   = SAAmericaCommandSetUp
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = Nada
End

CommandButton Supreme_Command_AmericaStrategyCenter_SecondMenu 
  Command       = OBJECT_UPGRADE
  Options       = NOT_QUEUEABLE
  Upgrade       = Upgrade_GLAWorkerFakeCommandSet
  TextLabel     = CONTROLBAR:OneDown
  ButtonImage   = SAAmericaCommandSetDown
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = Nada
End

;-----------------------------------------------------
;Science Powers CommandSet
;-----------------------------------------------------

CommandButton Command_PurchaseScienceAdvancedWarFactory
  Command           = PURCHASE_SCIENCE
  Science           = SCIENCE_AdvancedWarFactory
  ButtonImage       = SACWeaponsfact
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
  UnitSpecificSound = ChooseGeneralAbility
End

CommandButton Supreme_Command_PurchaseScienceParadrop
  Command           = PURCHASE_SCIENCE
  Science           = Supreme_SCIENCE_Paradrop
  ButtonImage       = SACParatroopers3
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
  UnitSpecificSound = ChooseGeneralAbility
End

CommandButton Supreme_Command_PurchaseScienceCrusaderParadrop
  Command           = PURCHASE_SCIENCE
  Science           = Supreme_SCIENCE_CrusaderParadrop
  ButtonImage       = SACrusaderDrop3
  ButtonBorderType  = UPGRADE
  UnitSpecificSound = ChooseGeneralAbility
End

CommandButton Supreme_Command_PurchaseScienceHALOdrop
  Command           = PURCHASE_SCIENCE
  Science           = Supreme_SCIENCE_HALOdrop
  ButtonImage       = SAHaloDrop3
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
  UnitSpecificSound = ChooseGeneralAbility
End

CommandButton Supreme_Command_PurchaseScienceSpectreGunship
  Command           = PURCHASE_SCIENCE
  Science           = Supreme_SCIENCE_SpectreGunship
  ButtonImage       = SASpGunship3 
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
  UnitSpecificSound = ChooseGeneralAbility
End

CommandButton Supreme_Command_PurchaseScienceA10ThunderboltMissileStrike
  Command           = PURCHASE_SCIENCE
  Science           = Supreme_SCIENCE_A10ThunderboltMissileStrike
  ButtonImage       = SSAIRFA10Attack3
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
  UnitSpecificSound = ChooseGeneralAbility
End

CommandButton Supreme_Command_PurchaseScienceUAVStrike
  Command           = PURCHASE_SCIENCE
  Science           = Supreme_SCIENCE_UAVStrike
  ButtonImage       = SAFB22_3
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
  UnitSpecificSound = ChooseGeneralAbility
End

CommandButton Supreme_Command_PurchaseScienceEmergencyRepair
  Command           = PURCHASE_SCIENCE
  Science           = Supreme_SCIENCE_EmergencyRepair
  ButtonImage       = SSRepairDrone
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
  UnitSpecificSound = ChooseGeneralAbility
End

;-----------------------------------------------------
;Special Power Shortcuts CommandSet
;-----------------------------------------------------
CommandButton Supreme_Command_EmergencyRepairFromShortcut
  Command           = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower      = Supreme_SuperweaponEmergencyRepair
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science           = Supreme_SCIENCE_EmergencyRepair 
  TextLabel         = SCIENCE:EmergencyRepair
  ButtonImage       = SSRepairDrone
  ButtonBorderType  = ACTION
  DescriptLabel     = CONTROLBAR:TooltipFireEmergencyRepair
  RadiusCursorType  = EMERGENCY_REPAIR
  InvalidCursorName = GenericInvalid
End


I'll take a break here. Take care not to accidentally duplicate CommandButton variables; i.e. some buttons may show up more than once in other commandsets.

Everything you see here is calling out to the variable names created in other ini files which we have not defined yet. But it's simply reverse-coding. You'll have to define them later on. My next tutorial will cover SpecialPower.ini and Science.ini as they are easy to work with.
Offline Decrosse  
#10 Posted : Tuesday, August 7, 2012 9:36:41 PM(UTC)
Decrosse
Major
Joined: 12/23/2010(UTC)
Posts: 111
United States

Thanks: 9 times
Thanks, I'll get caught up reading this now, plus have at least some mods to look at if needed
Offline Decrosse  
#11 Posted : Wednesday, August 22, 2012 12:01:07 AM(UTC)
Decrosse
Major
Joined: 12/23/2010(UTC)
Posts: 111
United States

Thanks: 9 times
Question:

So say I've mt units/structures all picked out for a new faction, they'll all be renamed but can temporarily use default available models (at least until 'correct' models are made/converted)... ((such as usa power plant, china airfield, gal arms dealer, mix of each factions defensive turrets (default 3 + generals'), just probably weaker damage than the default, laser turret not required so much powers)

how to get that and get factions to show in game; where or what to do with ini's? (I have em on my desktop, )



Also, still researching stuff for the new factions' Generals Powers... so will be awhile before then...

I would like USA Barracks to have Worker, Commander Center doesn't build Dozers no more, War Factory does. Repeat for China, GLA...
Command Centers likely could have access to either some other 'special' units or general promotion powers, depending on faction itself

Last for now, is there a way I can tell/script/etc ranged units such as GLA's Quad trucks to not attack plane that brings in money for USA? and such, Because one game got annoying after no longer getting that extra NEEDED moneys... silly plane flying wrong spot.
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