Apocalypse232
7 years ago
Yo!

I have a question. What are the modules, and how to view,edit or make them?
BTW I have the Module Guide by DeeZire
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klingondragon
7 years ago
A module is a section of code used by objects.

to view the module you simply open the ini file in a text editor
to edit a module you simply edit the ini file in a text editor
to make a module you simply edit the ini file in a text editor

Apocalypse232
7 years ago
where are they located exactly?
UTD^Force
7 years ago
What do you mean by module?
Do you mean the ModuleTag_XX in the code of the objects?
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 600.0
    InitialHealth   = 600.0
  End
If you mean this, then KlingonDragon answered you.

If you mean this:
  Draw = W3DOverlordAircraftDraw ModuleTag_01
    ;----NORMAL-------------
    DefaultConditionState
      Model           = AVSGunship
      WeaponFireFXBone    = PRIMARY MUZZLE
      WeaponFireFXBone    = SECONDARY MUZZLE
      WeaponMuzzleFlash   = PRIMARY MUZZLEFX
      WeaponMuzzleFlash   = SECONDARY MUZZLEFX
    End
  End
Then you want to edit the W3D Model, they are located in zero hour's directory, in W3DZH.big file (you need finalbig to extract it) or in Art\W3D folder.
To edit W3D models you need Gmax or a program like it, Gmax is in our downloads section.
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UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
klingondragon
7 years ago
The modules are inside the object codes and the object codes are in the ini files in the objects folder inside the ini folder inside the data folder inside INIZH.big
Unknown Editor
7 years ago
You can extract them using FinalBIG.exe or perhaps you can just use the uploaded file down here :
Note : In the ZIP , there is an extra file called Module List , It is formatted in text not INI , so it has no effects on game , Inside of which , There is information about Modules filled by Experts .   INI.zip (1,658kb) downloaded 17 time(s).
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Zatsupachi
7 years ago
Modules are the behaviors of certain objects

They can define various things like Health, What 3d models to use, whether or not the object is capable of doing certain tasks like producing units/upgrades, performing abilities such as Capture Building.

You'll find them easily by just looking through object code.
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
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Apocalypse232
7 years ago
I want to make a module that changes nuke Battlemaster and overlords speeds after an upgrade (for Nuke General). The upgrade is fusion reactors. as you know the Nuke tanks by default come with this upgarde, I want them to start with NuclearTank Upgarde:
NuclearOverlordLocomotor
and
NuclearbattlemasterLocomotor

and then upgrade their speed further by Fusion Rector Upgarde. What do i need to do?
How can i make make a module of my own, and where should i make it (in which INI file exactly)
Can I write the code in any INI file for this?
UTD^Force
7 years ago
From what you said, I think you want to change this for the whole game?
If so, edit locomotor.ini file in INI folder.
Look for this, you can just simply edit the speed before the upgrade to make it the same as the speed after it then edit the upgraded locomotor to be faster.


;------------------------------------------------------------------------------
Locomotor BattleMasterLocomotor
Surfaces = GROUND
Speed = 25 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS

AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End

;------------------------------------------------------------------------------
Locomotor NuclearBattleMasterLocomotor
Surfaces = GROUND
Speed = 35 ; 33% faster than normal
SpeedDamaged = 32 ; 33% faster than normal
TurnRate = 180 ;120 ; 33% faster than normal
TurnRateDamaged = 180 ;80 ; 33% faster than normal
Acceleration = 1000 ;240 ; 33% faster than normal
AccelerationDamaged = 1000 ;240 ; 33% faster than normal
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS

AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End

;------------------------------------------------------------------------------
Locomotor OverlordLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 60 ;25 ; in degrees/sec
TurnRateDamaged = 60 ;20 ; in degrees/sec
Acceleration = 15 ; in dist/(sec^2)
AccelerationDamaged = 15 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS

AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration.
DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor NuclearOverlordLocomotor
Surfaces = GROUND
Speed = 30 ; 33% faster than normal
SpeedDamaged = 30 ; 33% faster than normal
TurnRate = 60 ;32 ; 33% faster than normal
TurnRateDamaged = 60 ;27 ; 33% faster than normal
Acceleration = 30 ; 33% faster than normal
AccelerationDamaged = 30 ; 33% faster than normal
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS

AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration.
DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End

I suggest trying to do something your self instead of asking about every single thing you do, because this is getting annoying. If you want to learn modding generals, investing 20 mins a day to read some ini files for original game missions or ini files in INI folder won't hurt you.
You got the basics, try editing stuff on your own, crash the game, try again, crash it, try again, and now it works.
But, if you try and it doesn't work or you don't find out the solution to your problem, it is totally okay to post here about your issue. Still, what I said above is an advice, not a rule.
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
Apocalypse232
7 years ago
Thank you for reply.
Well pardon me for asking too much, but I'm afraid you are wrong. I don't ask help for every little matter. I try modding stuff by myself, look through other mods INI files, and Test the changes I make in the game, but when I get tired of trying, I come here and ask for help from you guys.
I'm not forcing you to answer me.
You are very generous for replying to me and I appreciate that.
I still don't know how modules work OK?
Is there a certain file that holds all the module tags?
If so, which one is it?
If not then how do i make a module?
UTD^Force
7 years ago
It was just an advice, because you ask for the simplest things I thought you weren't trying to read the code and understand it, my bad.

Do you mean a list of all modules? Here it is:
http://www.cnclabs.com/forums/cnc_postst12909_List-of-INI-modules.aspx 

EDIT: This list actually has everything you need in INI coding.
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs