Nick.B
  • Nick.B
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11 years ago
Hi again,

I have this mod called Remix Escalation and unfortunately it is not completely finished and it still needs a lot of work done and only four generals work with AI. I have these upgrades called "escalation 1, 2, and 3", and I want to change their build time. I have changed their build time in the upgrades INI folder and I have also to experiment to deleting some of the code for it in Airforce General INI, but nothing has happend. Each general has these upgrades listed in there INI folders. Here is an example of Assault General:

Object Aslt_GeneralsPowerSelectorObject


SelectPortrait = SLGLAPowersSelector;
ButtonImage = SSGLAPowersSelector;

UpgradeCameo1 = Upgrade_Escalation1
UpgradeCameo2 = Upgrade_Escalation2
UpgradeCameo3 = Upgrade_Escalation3

; ***DESIGN parameters ***
DisplayName = OBJECT:Cash
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 0

ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End

BuildCost = 5000
BuildTime = 4

Prerequisites
End

ExperienceValue = 0 0 0 0
IsTrainable = No
CommandSet = Aslt_GeneralsPowerSelector


; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI IMMUNE_TO_CAPTURE NO_COLLIDE
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = No
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL
End
End

Object Aslt_PurchasedPowerSelectorObject

SelectPortrait = SLGLAPurchasedPowersSelector
ButtonImage = SSGLAPurchasedPowersSelector

UpgradeCameo1 = Upgrade_Escalation1
UpgradeCameo2 = Upgrade_Escalation2
UpgradeCameo3 = Upgrade_Escalation3

; ***DESIGN parameters ***
DisplayName = OBJECT:Cash
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 0

ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End

BuildCost = 5000
BuildTime = 4

Prerequisites
End

ExperienceValue = 0 0 0 0
IsTrainable = No
CommandSet = Aslt_PurchasedPowerSelector


; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI IMMUNE_TO_CAPTURE NO_COLLIDE
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = No
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL
End
End

Object Aslt_Escalation1_UpgradeObject

ButtonImage = SSEscalation1

; ***DESIGN parameters ***
DisplayName = UPGRADE:Escalation1
EditorSorting = VEHICLE
Side = GLAAssaultGeneral
TransportSlotCount = 0

ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End

UnitSpecificSounds
VoiceCreate = GLAUpgradeObjectVoiceCreate
End

BuildCost = 2000
BuildTime = 90

Prerequisites
Object = Aslt_GLAArmsDealer
Science = SCIENCE_ASLT
End

ExperienceValue = 0 0 0 0
IsTrainable = No
MaxSimultaneousOfType = 1

Behavior = GrantUpgradeCreate ModuleTag_0975
UpgradeToGrant = Upgrade_Escalation1
ExemptStatus = UNDER_CONSTRUCTION
End

Behavior = GrantScienceUpgrade ModuleTag_Science0111
GrantScience = SCIENCE_Escalation1
TriggeredBy = Upgrade_Escalation1
End

; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI IMMUNE_TO_CAPTURE NO_COLLIDE
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = No
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL
End
End

Object Aslt_Escalation2_UpgradeObject

ButtonImage = SSEscalation2

; ***DESIGN parameters ***
DisplayName = UPGRADE:Escalation2
EditorSorting = VEHICLE
Side = GLAAssaultGeneral
TransportSlotCount = 0


ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End

UnitSpecificSounds
VoiceCreate = GLAUpgradeObjectVoiceCreate
End


BuildCost = 4000
BuildTime = 135

Prerequisites
Object = Aslt_GLAArmsDealer
Object = Aslt_GLAFaithfulCannonStage1 Aslt_GLAFaithfulCannon_Single
Object = Aslt_Escalation1_UpgradeObject
Science = SCIENCE_ASLT
End

ExperienceValue = 0 0 0 0
IsTrainable = No
MaxSimultaneousOfType = 1

Behavior = GrantUpgradeCreate ModuleTag_0975
UpgradeToGrant = Upgrade_Escalation2
ExemptStatus = UNDER_CONSTRUCTION
End

Behavior = GrantScienceUpgrade ModuleTag_Science0111
GrantScience = SCIENCE_Escalation2
TriggeredBy = Upgrade_Escalation2
End

; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI IMMUNE_TO_CAPTURE NO_COLLIDE
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = No
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL
End
End

Object Aslt_Escalation3_UpgradeObject

ButtonImage = SSEscalation3

; ***DESIGN parameters ***
DisplayName = UPGRADE:Escalation3
EditorSorting = VEHICLE
Side = GLAAssaultGeneral
TransportSlotCount = 0


ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End

UnitSpecificSounds
VoiceCreate = GLAUpgradeObjectVoiceCreate
End


BuildCost = 8000
BuildTime = 202.5

Prerequisites
Object = Aslt_GLAArmsDealer
Object = Aslt_GLAFaithfulCannonStage2
Object = Aslt_Escalation2_UpgradeObject
Science = SCIENCE_ASLT
End

ExperienceValue = 0 0 0 0
IsTrainable = No
MaxSimultaneousOfType = 1

Behavior = GrantUpgradeCreate ModuleTag_0975
UpgradeToGrant = Upgrade_Escalation3
ExemptStatus = UNDER_CONSTRUCTION
End

Behavior = GrantScienceUpgrade ModuleTag_Science0111
GrantScience = SCIENCE_Escalation3
TriggeredBy = Upgrade_Escalation3
End

; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI IMMUNE_TO_CAPTURE NO_COLLIDE
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = No
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL
End
End

;---------------------------------------------------------------------------
Object Aslt_GLAUnbuyable_Escalation3

; *** ART Parameters ***

EditorSorting = VEHICLE
Side = GLAAssaultGeneral

Prerequisites
Object = Aslt_Escalation3_UpgradeObject
Science = SCIENCE_ASLT
End

BuildCost = 0
BuildTime = 0

KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE
End


;---------------------------------------------------------------------------
Object Aslt_GLAUnbuyable_Escalation2

; *** ART Parameters ***

EditorSorting = VEHICLE
Side = GLAAssaultGeneral

Prerequisites
Object = Aslt_Escalation2_UpgradeObject
Science = SCIENCE_ASLT
End

BuildCost = 0
BuildTime = 0

KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE
End



Now a lot of generals if not all of them have these codes like this, even though it shows the same upgrades in the upgrade.ini folder. I don't understand how these work.

Any ideas?
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CommieDog
11 years ago
Looks like some really complicated stuff. Are you sure that the button actually builds the upgrade you're looking at? It's possible that you're really building some sort of dummy object.
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Annihilationzh
11 years ago
The Aslt_Escalation3_UpgradeObject has this code:
BuildCost = 8000
BuildTime = 202.5
It looks to me like this is the code you're looking for.

Looks like some really complicated stuff. Are you sure that the button actually builds the upgrade you're looking at? It's possible that you're really building some sort of dummy object.

Originally Posted by: CommieDog 


Remix is a spin-off of Contra. Everything is masterfully written and carefully balanced. It makes Shockwave look like the work of newbies.
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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Nick.B
  • Nick.B
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  • Private Topic Starter
11 years ago
Escalation1_UpgradeObject


BuildCost = 8000
BuildTime = 202.5




Yes this can change the build time. I have done that already. Actually the question I was trying to ask was how can I change that without having to go into the all of the generals ini folder and do them individually. Or can I? Each general has those in it. It also shows it in the upgrade.ini folder, but when I change that, nothing happens. I just don't see why the creator of the mod originally did this. The files are just longer and it seems that there is more information in there that does not do anything. I have to say this is a cool mod though in the end.

I do agree that it is complicated. Since I am still a newbie at modding, this will take a while to understand how everything works.

Here is where the escalation upgrade's are found in the upgrade.ini folder:

Upgrade Upgrade_Escalation1
DisplayName = UPGRADE:Escalation1
BuildTime = 1
BuildCost = 1
ButtonImage = SSEscalation1
End

Upgrade Upgrade_Escalation2
DisplayName = UPGRADE:Escalation2
BuildTime = 1
BuildCost = 1
ButtonImage = SSEscalation2
End

Upgrade Upgrade_Escalation3
DisplayName = UPGRADE:Escalation3
BuildTime = 1
BuildCost = 1
ButtonImage = SSEscalation3
End

CommieDog
11 years ago
My guess (without spending a lot of time looking at the code) is that you have to change each one individually. Generals (unlike later incarnations of the Sage engine) doesn't support much of an object hierarchy so there was no way to define a parent object that would hold the common properties.

As for why someone in their right mind would code upgrades this way, I can only guess that they were trying to get around the hardcoded upgrade limit.
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CommieDog: Because someone has to do your dirty work for you
Gameanater
11 years ago


As for why someone in their right mind would code upgrades this way, I can only guess that they were trying to get around the hardcoded upgrade limit.

Originally Posted by: CommieDog 



Hope nobody minds me asking, but is there seriously an upgrade limit? Like only so many upgrades can exist before you can't start the game up or something? That sounds weird!

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
CommieDog
11 years ago


As for why someone in their right mind would code upgrades this way, I can only guess that they were trying to get around the hardcoded upgrade limit.

Originally Posted by: Gameanater 



Hope nobody minds me asking, but is there seriously an upgrade limit? Like only so many upgrades can exist before you can't start the game up or something? That sounds weird!

Originally Posted by: CommieDog 


Yeah, there's a hardcoded upgrade limit. I think it's either 64 or 128, but try to go past it and the game crashes on startup.
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CommieDog: Because someone has to do your dirty work for you