bio138
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11 years ago
Hello, I have a very limited knowledge of how to map.ini

I am trying to achieve the following

Increase the amount of slots in a Amphibious Transport
Change the scale/size of the Amphibious Transport
Change it so players may only make one Supply Drop Zone/Black Market/8 Hackers (If at all possible)
Move the GLA Black Market Upgrades into the Palace(If the previous isnt possible)

This is what I have below that let me increase the health, something else that I intended to do and it works, although I have no idea why its code cut and pasted together.
I have looked though the games .ini and the respective


Object AmphibiousTransport
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 500.0
InitialHealth = 500.0
End
End
End

If you do know how to help me please explain the though process behind/meaning behind it, I would appreciate it greatly.

Thanks
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Gameanater
11 years ago
Starting with a map.ini for your early modding experience really is not the best idea.

Modding normally, by creating copies of the .ini files in INIZH.big is much less frustrating and is also easier because you will have more resources at your disposal and you will have WB as the built-in debugger.

😉

However, I can help a little bit with some of these.


Increase the amount of slots in a Amphibious Transport



Look at the module TransportContain module and change this:

....Slots = 8

To whatever number you want.
Note that you'll have to change the CommandSet if you want the buttons at the bottom to look right.

EDIT: Although I don't know if it's the same in map.ini's...

Change the scale/size of the Amphibious Transport



Add "Scale = [number here]" to the Geometry code block. WITHOUT THE BRACKETS []

EDIT: Although this is how you do it for normal modding...

Change it so players may only make one Supply Drop Zone/Black Market/8 Hackers (If at all possible)


Hint: Check out Black Lotus (not in THAT way xD), or Colonel Burton and Jarmen Kell. Look for a "MaxSimultanousOfType = 1" and give that to your buildings. 😉

EDIT: Although I don't know if this is the same for map.ini's...

Move the GLA Black Market Upgrades into the Palace(If the previous isnt possible)


CommandSet.ini

EDIT: For map.ini's, copy the CommandSet from CommandSet.ini into your map.ini and "comment out" whatever you want by putting a ; before the line of code

This is what I have below that let me increase the health, something else that I intended to do and it works, although I have no idea why its code cut and pasted together



Try these code tags without the "s

["code=plain"]["/code]


Hi
   I 
     Would
          Be
             Your
                 Code 

Hope this helps. 😁
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bio138
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11 years ago
Thank you for the swift reply

I have tried
Scale = 2
Slots = 50

Both have resulted in the game crashing upon loading the map.

Thanks for the heads up about MaxSimultanousOfType, this could be very interesting.

Thanks again
Gameanater
11 years ago
No problem!

Could you put all your code up here? Maybe I can see what's wrong with it.


It's fun to put a MaxSimultanousOfType = 5 for Jarmen Kell. Or Colonel Burton. DOOM!!

No problem!

EDIT: Also, I edited that post. Not all coding is the same between map.ini's and normal modding.
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bio138
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11 years ago
Sure

Object AmphibiousTransport
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
;Only changes
Scale = 2
Slots = 50
;Only changes
MaxHealth = 500.0
InitialHealth = 500.0
End
End
End

Still unsure how many ends I need lol...
Thanks again
Gameanater
11 years ago
Put in the code tags? A little easier to read that way for me, especially with telling how many Ends you need. 😄
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bio138
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11 years ago
I am unsure of what you mean by code tags, my bad.
I do not know what they are, that is all I have in my map.ini

Thanks again
Gameanater
11 years ago
type this:

[Zcode=plainZ][Z/codeZ]


Without the Z's. Put your code between the "plain]" and "[/code]"
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bio138
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11 years ago
Like this?

[code=plain]
Object AmphibiousTransport
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
;Only changes
Scale = 2
Slots = 50
;Only changes
MaxHealth = 500.0
InitialHealth = 500.0
End
End
End
[code]
Annihilationzh
11 years ago

Sure

Object AmphibiousTransport
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
;Only changes
Scale = 2
Slots = 50
;Only changes
MaxHealth = 500.0
InitialHealth = 500.0
End
End
End

Still unsure how many ends I need lol...
Thanks again

Originally Posted by: bio138 


Why do you have slots and scale in the body module? Scale needs to be put outside of the modules. Slots belongs in an entirely different module. You forgot the slash in your code tags.
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.
bio138
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11 years ago
Thank you for the replies,
I do not understand what a 'module' is yet, so far I only understand that certain things belong in certain 'modules'.

Would something like this be more acceptable?
This is actually the first attempt that I try myself.
Everything I type or get the stuff from is what I found in the Zero Hour .ini's I had unpacked.

I will attempt to point out things I understand and things I do not understand to hopefully help myself or help someone point me in a direction.


Object AmphibiousTransport; This points out the object
Body = ActiveBody ModuleTag_03; Determines how its collisions/movement behave?

MaxHealth = 500.0; health
InitialHealth = 100.0; health
End; Ends Body = activebody moduleTag_03 Statement?

Behavior = TransportContain ModuleTag_04; Creates a new behavior indicating how to load troops?
Slots = 20; Amount of slots
End; ends behavior statement?

CrusherLevel = 3; Objects it can crush

Geometry = BOX; That it behaves like a box?
Scale = 2; Scale of the object
End; Ends Geometry = BOX statement?
End;Ends Object AmphibiousTransport?

Game crashes upon map load, tried to remove Geometry section, CrusherLevel, and Behavior section.
Nothing I have tried has successfully launched.
I added the ;... Comments on this site, they are not there in game.

Thanks again for anyone taking the time to read and help me, I must be testing peoples patience by now 😨
Annihilationzh
11 years ago
My last job was teaching science to children. I don't think it's even possible to try my patience any more.

Object AmphibiousTransport; This points out the object

RemoveModule ModuleTag_03 ; Removing the old health module
RemoveModule ModuleTag_04 ; and transport, because we can't have duplicates.

AddModule
  Body              = ActiveBody ModuleTag_03 ;opening a module
    MaxHealth       = 500.0
    InitialHealth   = 500.0
  End ;Body/Module
  Behavior              = TransportContain ModuleTag_04 ;opening a module
    Slots               = 20
    AllowInsideKindOf   = INFANTRY VEHICLE
    DoorOpenTime        = 2000
    ScatterNearbyOnExit = No ; I have bones for exiting
  End ; Behavior/Module
End ; We're closing AddModule because we're not adding any more modules
 
Scale = 2; Scale of the object

End; Object

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.
bio138
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11 years ago
Thank you, it works perfectly I understand the Modules now as well. Hope you have a good one.

Also for anyone wondering if "MaxSimultanousOfType = x" works for map.ini's it does, same with changing the "CrusherLevel = x". I did not try commandset though because MaxSimultanousOfType worked.


Thanks to everyone again.
Gameanater
11 years ago
😄
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
bio138
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11 years ago
Now I hate to bump this thing since I finished my original objectives of this post, but a new problem that I don't understand has arisen.

Following the logic that Annihilationzh has politely taught me and worked, I have so far successfully

I have been able to place crew into t a BattleBus and a Humvee
However when placing crew into a technical

Object GLAVehicleTechnical

RemoveModule ModuleTag_16

AddModule

	Behavior = TransportContain ModuleTag_16
		Slots = 5
		InitialPayload     = GLAInfantryTunnelDefender 5
    		AllowInsideKindOf   = INFANTRY
    		DamagePercentToUnits = 10%
    		GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
   	End
End
	BuildCost = 2000
End

At least to me the code looks spot on compared to the others, I could be missing something very simple and small. I have seen however that there is a ton of code attached to the technical as well, is it crashing due to the nature of the technical and all of the code attached to it or am I missing something small/stupid?

Thanks again
Gameanater
11 years ago
My memory is probably betraying me, but it looks like that code doesn't have correct spacing...

I don't know though. Give em some time to go look at the Troop Crawler's stuff for InitialPayloads and see what I can dig up.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
bio138
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11 years ago
The odd spacing was due to the copy and paste,

For the Humvee and BattleBus it works just fine.

Object GLAVehicleBattleBus

RemoveModule ModuleTag_10

AddModule

	Behavior = TransportContain  ModuleTag_10
    		PassengersAllowedToFire = Yes
    		Slots             = 8
		InitialPayload     = GLAInfantryTunnelDefender 8
   		 DamagePercentToUnits = 100%
   		 AllowInsideKindOf  = INFANTRY
    		ExitDelay = 250
    		NumberOfExitPaths = 5 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
    		GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
   		 WeaponBonusPassedToPassengers = Yes
    		DelayExitInAir = Yes
    		ArmedRidersUpgradeMyWeaponSet = Yes
  	End

End
	BuildCost = 3400
End

Object AmericaVehicleHumvee

RemoveModule ModuleTag_05

AddModule

	Behavior = TransportContain  ModuleTag_05
    		PassengersAllowedToFire = Yes
    		Slots             = 5
		InitialPayload     = AmericaInfantryMissileDefender 1
		; EnterSound          = GarrisonEnter
		; ExitSound           = GarrisonExit
    		DamagePercentToUnits = 100% ;10%
   		AllowInsideKindOf  = INFANTRY
    		ExitDelay = 250
    		NumberOfExitPaths = 3 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
   		 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
 	 End

End
	BuildCost = 1000
End
These ones work just fine. Unless I am missing something small/stupid, it may be too complex. None the less it cant hurt to see if someone else knows the answer, I have had no luck finding information on this on other sites or this one.

Thanks for the quick replies though
klingondragon
11 years ago
Nonetheless is one word not three.
Gameanater
11 years ago

Nonetheless is one word not three.

Originally Posted by: KlingonDragon 



Yeah that's very helpful to know in map.ini coding. Don't take this advice for granted!

*Sarcasm*

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

To be honest I can't figure out what's wrong then.

Try putting the code in a .txt file and attaching it in a .zip?
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.