glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
Hello.
I am new here and I would love if you could help me adding new units step by step as I don'T know much of modding.
I have final big editor and all that and I understand the program very well.

so - as I sayd I would love toadd 3 new units to all of the USA factions (laser, AirForce, SuprWeapo, Basic USA Team)

so I wan't to add the Bio-Hazzard tecnican, Cia officer and officer

so can you tell me what the scripts are for the bio hazzard tecnican
and the scripts for the CIA officer please and tell me step by step where to place them and add them to the barracks stuff.

and the "Officer" that I wan't is this one
http://img828.imageshack.us/content_round.php?page=done&l=img828/9539/hgjghj.png&via=mupload 
just click on the image to see full size

so here are the scripts for that dude but where to place the scripts so he will work?

here are the scripts (I don't know how to add the green box around them like you guys know how to so I will post them directly)


;------------------ AmericaInfantryOfficer floats in water and has TNT ----------------

CommandSet AmericaInfantryOfficerCommandSet
1 = Command_ChinaInfantryTankHunterTNTAttack
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End

Object AmericaInfantryOfficer

SelectPortrait = SARanger_L
ButtonImage = SARanger

ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
OkToChangeModelColor = Yes

;NORMAL STANDING
DefaultConditionState
Model = AIOFCR_SKN
IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21
;Regular spice animations
IdleAnimation = AIOFCR_SKL.AIOFCR_IDA
IdleAnimation = AIOFCR_SKL.AIOFCR_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
TransitionKey = TRANS_STAND
End

ConditionState = OVER_WATER
IdleAnimation = AIOFCR_SKL.AIOFCR_CHA
IdleAnimation = AIOFCR_SKL.AIOFCR_PHG
IdleAnimation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = ONCE
;Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
ParticleSysBone = None InfantryDustTrailsWater
End

ConditionState = MOVING
Animation = AIOFCR_SKL.AIOFCR_RNA
AnimationMode = LOOP
ParticleSysBone = None InfantryDustTrails
End

ConditionState = MOVING OVER_WATER
;Model = AIOFCR_SKN
Animation = NITHNT_SKL.NITHNT_ADTA2
AnimationMode = LOOP
ParticleSysBone = None InfantryDustTrailsWater
End

; NORMAL ATTACK
;--------------------------------------------------------
; Drawing gun
ConditionState = PREATTACK_A
Animation = AIOFCR_SKL.AIOFCR_ATAST
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_A MOVING
AliasConditionState = PREATTACK_A FIRING_A
AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A

; Firing gun
ConditionState = FIRING_A
Animation = AIOFCR_SKL.AIOFCR_ATALP
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = AIOFCR_SKL.AIOFCR_ATALP
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
AliasConditionState = RELOADING_A
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A

AliasConditionState = FIRING_B
AliasConditionState = RELOADING_B
AliasConditionState = MOVING FIRING_B
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B
AliasConditionState = MOVING RELOADING_B

; This transition allows him to put his gun away when he's finished attacking.
TransitionState = TRANS_FIRING_A TRANS_STAND
Animation = AIOFCR_SKL.AIOFCR_ATAED
AnimationMode = ONCE
End

TransitionState = TRANS_FIRING_B TRANS_STAND
Animation = AIOFCR_SKL.AIOFCR_ATAED
AnimationMode = ONCE
End

TransitionState = TRANS_STAND TRANS_FIRING_B
Animation = AIOFCR_SKL.AIOFCR_ATAST
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

;--------------------------------------------------------

ConditionState = DYING
Animation = AIOFCR_SKL.AIOFCR_DTA
Animation = AIOFCR_SKL.AIOFCR_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
AliasConditionState = DYING OVER_WATER
AliasConditionState = DYING MOVING OVER_WATER

TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIOFCR_SKL.AIOFCR_ADTE1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = AIOFCR_SKL.AIOFCR_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = AIOFCR_SKL.AIOFCR_ADTE3
AnimationMode = ONCE
TransitionKey = None
End

ConditionState = SPECIAL_CHEERING
Animation = AIOFCR_SKL.AIOFCR_CHA
AnimationMode = LOOP
End

;PARACHUTING ANIMATIONS------------------------------
ConditionState = PARACHUTING
Animation = AIOFCR_SKL.AIOFCR_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AIOFCR_SKL.AIOFCR_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = AIOFCR_SKL.AIOFCR_PTD
AnimationMode = ONCE
End

; climbing----------------------------------------
ConditionState = CLIMBING
Animation = AIHERO_SKL.AIHERO_CLMID
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING
AliasConditionState = CLIMBING REALLYDAMAGED
AliasConditionState = RAPPELLING REALLYDAMAGED

ConditionState = CLIMBING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = CLIMBING MOVING REALLYDAMAGED

ConditionState = RAPPELLING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP_BACKWARDS
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING MOVING REALLYDAMAGED

;------------------------Placing charge animation----------
ConditionState = UNPACKING
Animation = AIHERO_SKL.AIHERO_ATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING

; Injured Placing charge animation
ConditionState = UNPACKING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING REALLYDAMAGED


End
End

WeaponSet
Conditions = None
Weapon = PRIMARY AmericaOfficerMachineGun
Weapon = SECONDARY Infa_MiniGunnerGunAir
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End

KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE
BuildCost = 400
BuildTime = 5.0
VisionRange = 200
ShroudClearingRange = 300
CrushableLevel = 0
ExperienceValue = 50 100 100 150
ExperienceRequired = 0 100 200 400
IsTrainable = Yes

CommandSet = AmericaInfantryOfficerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = ColonelBurtonVoiceSelect
VoiceMove = ColonelBurtonVoiceMove
VoiceAttack = ColonelBurtonVoiceAttack
VoiceFear = ColonelBurtonVoiceFear
VoiceGuard = ColonelBurtonVoiceMove
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff

UnitSpecificSounds
VoiceMelee = ColonelBurtonVoiceAttackKnife
VoiceCreate = ColonelBurtonVoiceCreate
VoiceGarrison = ColonelBurtonVoiceGarrison
VoiceEnter = ColonelBurtonVoiceMove
VoiceEnterHostile = ColonelBurtonVoiceMove
VoiceGetHealed = ColonelBurtonVoiceMove
End

AddModule ModuleTag_08_Override
Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End
End

AddModule ModuleTag_09_Override
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack
StartAbilityRange = 3.0
PreparationTime = 0
SpecialObject = TimedC4Charge ;TNTStickyBomb
MaxSpecialObjects = 8
SpecialObjectsPersistWhenOwnerDies = Yes ;Charges are removed instantly when owner dies (nobody can detonate).
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
FlipOwnerAfterUnpacking = Yes
UnpackSound = ColonelBurtonPlantCharge
End
End

AddModule UpdateTag_FLOAT_Override
Behavior = FloatUpdate UpdateTag_FLOAT
Enabled = No ;Yes
End
End

AddModule ModuleTag_Hnt_Override
Behavior = CommandButtonHuntUpdate ModuleTag_Hnt ; allows use of command button hunt script with this unit.
End
End

ReplaceModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
Locomotor = SET_NORMAL AvalancheLocomotor BasicHumanLocomotor
End



so - can you help me please? 🙂
hmm...
if I don't reply to a topic I don't know the answer - sorry
Sponsor
Mr. Green
15 years ago
As far as showing in this case the .ini file, in your interface when posting something there is an object that allows you to add the following: Bold, Italics, Underline,

Quotes

,

Code
,

Images, and Web Adresses.

I think this should answer the code box question you were asking about.

You can also add different Font Sizes, different colors, and justify your statements, too. All of these are just below where it says "Post a reply".

To answer your actual question about adding new units, I have no clue. Generals will not run correctly on my computer so I do not even bother with modding.
Controversial statements are the ones that utimately need to be discussed.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
Thank you :)
I just fixed something

now all I need to do is to figure out how to add them - Is there anyone
just anyone who can help me please??
hmm...
if I don't reply to a topic I don't know the answer - sorry
ben
  • ben
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15 years ago
you don't have a commandbutton so i made one for you 😃 paste in the command button file

CommandButton Command_ConstructAmericaInfantryOfficer
Command = UNIT_BUILD
Object = AmericaInfantryOfficer
TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger
ButtonImage = SARanger
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger
End

with your commandset you havent added him to the barracks add this line to the america barracks
5 = Command_ConstructAmericaInfantryOfficer
ben
  • ben
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15 years ago
adding them your open your commandset saveas and click the bottom button to all files and type at the end of the file .INI and put in a safe place then do the rest for all of the files until done then go in you C&Cgenerals/zerohour file find data then make a file Called INI and paste all your files in there then test
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
Thank you for posting help - but yet I do not understand where to add this,
okay I add the text that you creaated to the command set thing - but where?

and also, If I will add the officer to the barracks - where can I find the barracks in the ini files?
I hope you will help again :)

oh and do you think where I will train him,
do you think I can have a picture of General Ironside instead of Ranger? ( I might get comfused )
this is the pic. I am talking about ;)

http://media.photobucket.com/image/general+Ironside+/bluegalactic/Generals%2520Zero%2520Hour/AMERICABOSSIRONSIDE.jpg 
hmm...
if I don't reply to a topic I don't know the answer - sorry
ben
  • ben
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15 years ago
CommandSet AmericaBarracksCommandSet
1 = Command_ConstructAmericaInfantryRanger
2 = Command_ConstructAmericaInfantryMissileDefender
3 = Command_ConstructAmericaInfantryColonelBurton
4 = Command_ConstructAmericaInfantryPathfinder
5 = Command_ConstructAmericaInfantryOfficer
6 = Command_ConstructAmericaInfantryBiohazardTech
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
11 = Command_SetRallyPoint
12 = Command_Sell
End

this is how it should look

have you added the commandbutton to the commandbutton file?
about where you should train him i suggest the barracks

and about the photo for him i will look around to find out okay i gotta go if you need anything else post it here and i'll take a look at it after i get back
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
okay thank you for the help - I will try to figure this out :P


*Edid*

OMG it worked!!!
but it only works for the Base US team :/
it doesn't work for the lazer, airFrce or the Suprweap. :(

you know how to activate it?
for their teams as well?


hmm...
if I don't reply to a topic I don't know the answer - sorry
ben
  • ben
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15 years ago
so could you buy him and use him?

so it won't build for those huh maybe something to do with the coding but its kind of hard to figure out because i dont have zero hour but i'll take a look at the coding

:Edit:
okay i think i have the answer (notsure) you have zero hour yeah? if so have you placed this line.also tell me what you mean by not work does it not show up or can you not buy him?


5 = Command_ConstructAmericaInfantryOfficer

in the other generals barracks
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
I just can't buy him for the other generals...

oh well...
it will just be figured out later...

but I have question about adding 3 more units if it is possible..?

the Biohazzard tecnican, pilot and the CIA officer if you know who that is (as you don't have zero hour )
and yes I have zero hour
hmm...
if I don't reply to a topic I don't know the answer - sorry
ben
  • ben
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15 years ago
Your in luck i happen to know who the cia officer is and yes you can get him and the biohazard ive always wanted to get the biohazard guy i'll fiddle with some codes and add the biohazard guy about the cia officer i'm not sure about him since i don't have zero hour and i don't have his codes

Also the pilot will be easy
Mr. Green
15 years ago
Update since my post earlier, I think I will now try modding for Generals and Zero Hour.*

I also think I may be able to answer your question...

If I remember correctly, the command sets for each barracks of each faction of USA-i.e. vanilla, superweapon, laser, and aircraft-are all different and go by a different name in the .big file (I think, not sure), so when you make a modification of just USA's barracks, the rest shouldn't change. To solve this I think you will have to modify all the command sets for each other general.

Also, I wouldn't be a bad idea to make a copy of the original .big file just to be on the safe side.

*Yes, I used to play Generals and Zero Hour. My system does not run it correctly, so I stopped playing it. However, I have a new system (with a new graphics card) to run it now, though it will need a bigger hard drive.
Controversial statements are the ones that utimately need to be discussed.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
@ Mr. Green - that is great that you are trying to play ZH hour again and I have indeed made a back up of it ;)
and I am trying to figure out how to add to the other teams - but I am not sure though :/

@ ben - I will try to get the code... I think it is over here somewhere
hmm...
if I don't reply to a topic I don't know the answer - sorry
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
my internet is aacting retarded so I can not edid the post so I will just post a new coment:
ben -
I have NOT found any code yet but I have found the CIA agents name...
it is

AmericaInfantryCIAAgent


hmm...
if I don't reply to a topic I don't know the answer - sorry
Mr. Green
15 years ago
Alrighty

I figured that the units you are trying to add (with the exception of the pilot) are not in the .ini file for the different generals. I do have an idea, however. I suppose you could create that infantry for that specific general. Add a new object to that list that uses the CIA dude's animations, sound, weapons etc. Theoretically speaking, it should add that unit to that general's barracks.

This is just an idea and it may not work, but if it does, you now have a template for the other generals.
Controversial statements are the ones that utimately need to be discussed.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
I just added my officer to the other general barracks earlier this evening
I just had to scroll down a bit more so I could add them to there...

I am now trying to add the CIAofficer, pilot and the biohazzardtec but I think it would be good if Ben could help me again - he was a great help! 😃
hmm...
if I don't reply to a topic I don't know the answer - sorry
ben
  • ben
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15 years ago
adding the cia officer will be a piece of cake but i have one problem if i add it i can't test which means i might make a mistake

also got the pilot to work but for some reason he cost's free and builds in a second strange i'll try and fix that and then i'll post the codes

biohazard guy will be a bit diffcult due to not having a portrait but it will be easy since he can be built in one of the missions in generals which means he has a price and build time i'll work on him for know catch you later! @Ben
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
thank you- I once downloaded the pro:gen mod severalmonths ago but I didn't like it so I unistalled - but it was able to buy the biohazaard guy and he had the "chemical suit upgrade" picture
the picture code is

SAChemSuit



and he can be build it one of the missions? :O
what mission?
hmm...
if I don't reply to a topic I don't know the answer - sorry
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
15 years ago
I have made some codes for the chinese officer, but he doesn't really work..
I addedhim in the command button file and the command set file and all that and I enter my game build my chinese arracks and I am playing as the china (Vanilla as some people call it) and I can train him over there and all fine - but If I will go to for example the infantry general, he doesn't work..
he is grayed like black lodus and the hacker - he will be unloced if I will capture the (vanilla) chinese barracks but why does that happen?
do you know any answeres Ben or anyone else?

(and I'm sorry for letting you help me so much Ben hehe 😛 and I would love if you could help me with the other infantries as I have requested ;)



hmm...
if I don't reply to a topic I don't know the answer - sorry
ben
  • ben
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15 years ago
He can be built in mission 6 for the gla in generals but only for the enemy