Nick.B
  • Nick.B
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12 years ago
Okay well since this website denies all of my uploads, could send the mod folders to you by email or something acidbrain?
Annihilationzh
12 years ago
Did you put it in a Zip file before you uploaded?
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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acidbrain
12 years ago
You can upload your stuff Here , make an account and there ya go.
The max filesize for 1 file is 2048MB, enough i think.

And dont forget to zip it like Annihilationzh said.
Panem et kirkinses
Nick.B
  • Nick.B
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12 years ago
Yes I did put them in a zip file before I tried uploading them.
Here is the link:

Remix INI Folder 
acidbrain
12 years ago
Ok, here we go...
First of all delete 'Object Lazr_AmericaWarFactory2', now delete modules 'Behavior = CommandSetUpgrade Module_TagComSet01' and 'Behavior = CommandSetUpgrade ModuleTag_ComSet02' in 'Object Lazr_AmericaWarFactory' and copy/paste the following code on that place

Behavior = CommandSetUpgrade ModuleTag_ComSet01
  CommandSet = Lazr_AmericaWarFactoryCommmandSetAdditionalCommands
  TriggeredBy = Upgrade_SwitchCommandSet
  RemovesUpgrades = Upgrade_SwitchBackCommandSet
End

Behavior = CommandSetUpgrade ModuleTag_ComSet02
  CommandSet = Lazr_AmericaWarFactoryCommandSet
  TriggeredBy = Upgrade_SwitchBackCommandSet
  RemovesUpgrades = Upgrade_SwitchCommandSet Upgrade_SwitchBackCommandSet
End

Test it and see what happens.

Oh btw, Ctrl+f is your best friend with coding.
Panem et kirkinses
acidbrain
12 years ago
The fun part of all this is that you dont need 'Tag' in 'Behavior = CommandSetUpgrade ModuleTag_ComSet01'
I tested the code in game and accidently had 'Behavior = CommandSetUpgrade Module_TagComSet01' in the mod, found out about it later and thought wtf.😛
Tested it with several other modules and you just dont need 'Tag', only 'Module' is enough..:P
Dont know if anybody knows this stuff, really funny.😁

So for instance

Behavior = CreateObjectDie Module_16
  CreationList  = AirF_OCL_AmericanRangerDebris05
  ExemptStatus  = UNDER_CONSTRUCTION
End

Behavior = DestroyDie Module_22
  ;nothing
End
works like a charm

*edit*
It also works in map.ini but only with 'AddModule' you cant use it with 'ReplaceModule' because 'ModuleTag' is in the original code.
Panem et kirkinses
Nick.B
  • Nick.B
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12 years ago
It finally worked!!! 😁 Thanks for your help!😄
CommieDog
12 years ago

The fun part of all this is that you dont need 'Tag' in 'Behavior = CommandSetUpgrade ModuleTag_ComSet01'
I tested the code in game and accidently had 'Behavior = CommandSetUpgrade Module_TagComSet01' in the mod, found out about it later and thought wtf.😛
Tested it with several other modules and you just dont need 'Tag', only 'Module' is enough..:P
Dont know if anybody knows this stuff, really funny.😁

Originally Posted by: acidbrain 


Actually, anything will work for the module name, even something like "fgsfds". Just make sure that every module has a unique name.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Annihilationzh
12 years ago
I'm surprised this isn't more common knowledge. I typically name module tags after the module. I use stuff like ModuleStealth, ModuleDieByFire, ModuleExtraHealth, etc all the time. It works wonders for keeping them unique.
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.
acidbrain
12 years ago

I'm surprised this isn't more common knowledge. I typically name module tags after the module. I use stuff like ModuleStealth, ModuleDieByFire, ModuleExtraHealth, etc all the time. It works wonders for keeping them unique.

Originally Posted by: Annihilationzh 



Well im coding vanilla generals and zh for quite some time now and i didnt know about it, just ran into by accident while helping Nick.B.
Never saw it in a mod either, or missed the one that had it..:P

Panem et kirkinses