Zatsupachi
10 years ago
Is your PortableStructure facing the wrong way eventhough the model is facing the right way? Is its aiming offset by an angle?

Then, check you attachtoobject bones if you made the pivot point faces the world's x-axis.

Its a little thing, but eh.
"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 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
Rrtaya_tsamsiyu
10 years ago
Modified for clarity and added to the bottom of the red/green section.
one soul at a time
Rrtaya_tsamsiyu
10 years ago
Finally found the answer to something that I've had problems with off and on since I started modding, added it at the top of the first post. I've also seen other people with similar issues here and there. Not sure how it's possible such a thing happens with finalBIG, unless it uses something similar to cookies
one soul at a time
Annihilationzh
10 years ago

Finally found the answer to something that I've had problems with off and on since I started modding, added it at the top of the first post. I've also seen other people with similar issues here and there. Not sure how it's possible such a thing happens with finalBIG, unless it uses something similar to cookies

Originally Posted by: Rrtaya_Tsamsiyu 


Originally it was Vista's User Account Control. It 'protected' program files by not allowing programs like FinalBIG to put files in there. I haven't had the problem since I left Vista though.
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.
Rrtaya_tsamsiyu
10 years ago
I've had it on Windows 10, 7, and xp
one soul at a time
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
9 years ago

Huh.

I think that's caused because of how sciences are all declared at once during game start.

If you try putting ANY SCIENCE above Science_America/Science_China/Science_GLA that requires those sciences, the game crashes.
However if you the science you put does NOT have any required sciences then it's totally fine.

I've experienced this because of my mod's Tech Tree.
I put the Tech Trees below the Default Intrinsic Sciences but above all other sciences since my mod has 3 whole sets of Sciences for the new factions.

Originally Posted by: Zatsupachi 

zzc
  • zzc
  • 50.25% (Neutral)
  • Major
9 years ago
Also to make a building perform research;

Behavior = ProductionUpdate ModuleTag_06
; nothing
End

Else the building is only able to use special powers.

To train units the exit and rally modules are needed

DefaultProductionExitUpdate
[logic requires NaturalRallyPoint x: co-ordinate to match the object GeometryMajorRadius]
	UnitCreatePoint = [x: y: z:]
	NaturalRallyPoint = [x: y: z:]
    UseSpawnRallyPoint = [Yes/No]
End


ProductionUpdate
[module is required on an object that uses PublicTimer code for any SpecialPower and/or required for units/structures with object upgrades]

	QuantityModifier             = [object name,integer]   [Redguards uses this so they can comeout of the barracks in pairs]
	DisabledTypesToProcess       = [disabled types list]

[Allows the use of the DOOR_x_WAITING_OPEN, DOOR_x_CLOSING, DOOR_x_OPENING Model condition state]
[X is from 1 to 4 since there's a hardcoded limit of four only]
	NumDoorAnimations            = [integer, maximum is 4] [How many doors to use when unit training is complete?]   
    DoorOpeningTime              = [integer, milliseconds] [in mSeconds, how long you want doors to be in open state]
    DoorWaitOpenTime             = [integer, milliseconds] [in mSeconds, time the door stays open, so units can exit]
    DoorCloseTime                = [integer, milliseconds] [in mSeconds, how long you want doors to be in open state]

    MaxQueueEntries              = [integer] [If Set to 1, you can't build multiple upgrades at the same time]
    ConstructionCompleteDuration = [integer, milliseconds] [in mSeconds, wait time so if you have multiple units they don't run over each other]
End

zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
Make your own faction ini file.

So far its possible to put units, objects, buildings, locomotors, & weapons into a single ini file.

However, following the file structure; objects, locomotors & weapons must be above the rest, as those respective ini files are read first.

I have not tried putting in OCLs and other stuff into it though.

Its easier to keep track if everything is in one file methinks.
klingondragon
8 years ago

Make your own faction ini file.

So far its possible to put units, objects, buildings, locomotors, & weapons into a single ini file.

However, following the file structure; objects, locomotors & weapons must be above the rest, as those respective ini files are read first.

I have not tried putting in OCLs and other stuff into it though.

Its easier to keep track if everything is in one file methinks.

Originally Posted by: zzc 



Many people have tried to combine ini files. As far as I know, no one has succeeded thus far. If you genuinely got this to work, would you mind uploading an example file.
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
Comandset and buttons cannot be taken out of their respective ini files.

I think an example is the GC ini files for chem and stealth generals. Even then they are separated into units,system and buildings. Minus the locomotors and weapons, which are in locomotor and weapon ini.

So you cant really put every single modded thing into a single ini file, but can put most things.
klingondragon
8 years ago
That's because units, objects, and structures are all the same thing (the code reads them all as Objects). Any ini file in the Object folder is read.
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
But I have put custom weapons, weapon objects, and locomotors with custom buildings, units in my file. and it reads fine as long as weapons, objects, and locomotars are above units and buildings. I once put a locomotor at the bottom and it crashed.
klingondragon
8 years ago
As I said earlier:

If you genuinely got this to work, would you mind uploading an example file.

KlingonDragon wrote:


zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
my crazy mod 

there ya go, its full of crazy stuff.

Can you see whats wrong with the flame weapon I am trying to make in its topic.
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago

I think it's caused by double AIUpdates in your code ; you know , you must have only 1 AIUpdate to make a unit work correctly but you used both "AIUpdateInterface" & "WorkerAIUpdate" in which I wonder if it doesn't give you any errors while starting the game .

it must have ignored the AIUpdateInterface and only included the WorkerAIUpdate . so , you've set the locomotor after "AIUpdateInterface" and you know .

Solution : Delete "AIUpdateInterface" and set the locomotor after "WorkerAIUpdate" .

Good Luke sir 😉👍

Originally Posted by: Unknown Editor 



The unit locomotor must be set after AIUpdate.

Only one kind of AIUpdate per unit.
UTD^Force
7 years ago
If you mention a weapon's name (or anything else, generally) before writing its code, it will crash the game and wordlbuilder will tell you that the thing's template was not found.
Example, (a weapon created by gameanater):

;;;THIS WILL CAUSE THE GAME TO CRASH
;======================================
Weapon EMPDefenderMissileWeapon
....
  HistoricBonusTime = 1500
  HistoricBonusCount = 3
  HistoricBonusRadius = 20
  HistoricBonusWeapon = EMPDefenderSmallCreationWeapon
End
Weapon EMPDefenderSmallCreationWeapon
  DamageType = FLAME
  DeathType = BURNED
  FireOCL = SupW_OCL_PatriotEMPEffectSpheroid
End
;======================================
;THIS WILL SOLVE IT, EXPLAINED BELOW
;------------------------------------------------------------------------------
Weapon EMPDefenderSmallCreationWeapon
  DamageType = FLAME
  DeathType = BURNED
  FireOCL = SupW_OCL_PatriotEMPEffectSpheroid
End
;------------------------------------------------------------------------------
Weapon EMPDefenderMissileWeapon
....
  HistoricBonusTime = 1500
  HistoricBonusCount = 3
  HistoricBonusRadius = 20
  HistoricBonusWeapon = EMPDefenderSmallCreationWeapon
End

Treat ini code like a script, the script executes each line from top to bottom, and this is how ini code works when in a single .ini file.
To make it simple, you write the code for the thing (emp creation weapon in this case) you want to use before the code of the other thing that uses it.
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
UTD^Force
7 years ago
Changing the behaviour AIUpdateInterface in a map.ini for a tank will cause it to freeze in game, to solve this specify the tank's locomotor again in the code.
Thanks to AcidBrain and SkyMix_RMT for solving this for me.
Example:
Object ChinaTankGattling
  ReplaceModule ModuleTag_03
    Behavior = AIUpdateInterface ModuleTag_03_Override
      Turret
        ControlledWeaponSlots = PRIMARY SECONDARY
        TurretTurnRate      = 180
        TurretPitchRate     = 180
        AllowsPitch         = Yes
        FiresWhileTurning   = Yes
        NaturalTurretPitch  = 45
        MinIdleScanInterval = 12000
        MaxIdleScanInterval = 20000
        MinIdleScanAngle    = 0
        MaxIdleScanAngle    = 75
      End
      AutoAcquireEnemiesWhenIdle = Yes
      MoodAttackCheckRate        = 250
    End
    Locomotor = SET_NORMAL GattlingTankLocomotor
  End
End

A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
Rrtaya_tsamsiyu
7 years ago
ZZC, UTD, your tips have been added, finally. Sorry I don't show up much anymore, and I've worked on maintaining this even less.

Side note, similar to the issues I was having with the show/hide script, I've now apparently hit a forum limit with code boxes. If I add any more the forum starts to ignore some /code tags, and will put big sections in code boxes.
So I've now started coloring code green and manually numbering lines in an attempt to kinda keep it looking pretty.
one soul at a time
Gameanater
5 years ago
This is still a great resource 😁
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
UTD^Force
5 years ago
While trying to understand particle systems, I found this:

You'll have to check under ParticleSystem.ini for examples.

But here's the gist of what coding in it looks(I don't take credit for this, I took this someplace else that I don't remember):



ParticleSystem MyParticleSystem ;Specifies the unique name for this system.

Priority =	;This is what tells the game it's priority in the remove list, 
		depending on the level of detail the game is running at. 
		Can be set to 
		CRITICAL, AREA_EFFECT, WEAPON_TRAIL, 
		CONSTANT, SEMI_CONSTANT, DEATH_EXPLOSION, 
		UNIT_DAMAGE_FX, DEBRIS_TRAIL, BUILDUP, 
		DUST_TRAIL, SCORCHMARK, WEAPON_EXPLOSION. 
		A setting of ALWAYS_RENDER will ignore LOD and always draw the system.

IsOneShot =	;Dont really know what this does, guess it is for stuff that is used once.

Shader =	;ALPHA uses the texture as it is, explosions and such. 
		ADDITIVE is for more complex effects like the fusion bomb of mine and uses .dds channels. 
		You can also use MULTIPLY for blending (less processor intensive than ALPHA). 
		ALPHA_TEST is unpredictable and can cause issues, do not use.

Type =		;Always use PARTICLE unless you are making a trailer to a missile
		or exhaust of some sort then you use STREAK instead. 
		Other settings are DRAWABLE and VOLUME_PARTICLE.

ParticleName =	;The texture used in the system, with the .tga file extension.

AngleZ =	;The angle of the particle ingame direction to face. 
		Note that AngleX and AngleY can be used in Generals but do not work in Zero Hour
		as they were removed to optimize the particle effects.

AngularRateZ =	;Will rotate the particle ingame. 
		Note that AngularRateX and AngularRateY can be used in Generals but do not work in Zero Hour
		as they were removed to optimize the particle effects.

AngularDamping =	;Makes the rotation smooth (higher number).

VelocityDamping =	;When thrown this does the same higher number.

SlaveSystem =		;Name of secondary particle system to spawn.

SlavePosOffset = X: Y: Z:	;Offset of secondary spawned system from center of existing system.

PerParticleAttachedSystem =	;How many instances of the slave system are attached 
				per particle of the original system.

Gravity =		;If negative it will go up if less than 1 but greater 
			than 0 it will kinda float like a feather, if higher than one it will sink.

Lifetime =		;How long it lasts, in milliseconds. The lifetime will extend randomly between the two numbers specified, if both numbers are the 
			;same then this means an explicit lifetime (will not vary).

SystemLifetime =	;How long to do size effects and color effects, in milliseconds.

Size =			;The size of the particles.

StartSizeRate =		;The rate as to get to the starting size.

SizeRate =		;The rate of resize after.

SizeRateDamping =	;Make resize more smooth, damping is done on a scale specified between the two numbers.

Alpha1 = up to Alpha8 =
;1.00 means not transparent as 0.00 is total transparent the number after it is the time in milliseconds to make it that transparency.

Color1= up to Color8 = R: G: B:
;The color of the particle, the number after is the time in miliseconds to be that color.
ColorScale =		;Negative numbers are darker and positive numbers are brighter.

BurstDelay =		;Delay between bursts, in milliseconds.

BurstCount =		;Actual number of particles to be generated from this effect.

InitialDelay =		;Initial delay to do the first burst, in milliseconds.

DriftVelocity = X: Y: Z:	;After generated it will move in this direction.

VelocityType =		;Can be set to, OUTWARD, SPHERICAL, ORTHO, CYLINDRICAL, HEMISPHERICAL, 
			or NONE all like they are called will decide how the particles are 
			oriented when thrown.

VelOutward =		;Used with OUTWARD only.

VelOutwardOther =	;Used with OUTWARD only.

VelCylindricalRadial =	;Used with CYLINDRICAL only.

VelCylindricalNormal =	;Used with CYLINDRICAL only.

VelSpherical =		;Used with SPHERICAL only.

VelHemispherical =	;Used with HEMISPHERICAL only.

VolumeType =		;This sets up the shape of the 'space' that the particles will occupy 
			when the system is spawned. 
			Can be set to POINT, LINE, BOX, SPHERE or CYLINDER.

VolCylinderRadius =	;Used with CYLINDER only.

VolCylinderLength =	;Used with CYLINDER only.

VolSphereRadius =	;Used with SPHERE only.

VolLineStart =		;Used with LINE only.

VolLineEnd =		;Used with LINE only.

VolBoxHalfSize =	;Used with BOX only.

IsHollow =		;See through in a way dont really see much of a difference with yes and no.

IsGroundAligned =	;Yes = a shockwave as in 'on the ground'.

IsEmitAboveGroundOnly =	;To save comp precessing try and set this to yes whenever
			possible dont need particles underground now do we, 
			also I think that when set to yes the system will not work over water, 
			as in a missile hits the water and explodes.

IsParticleUpTowardsEmitter =	;No clue.

WindMotion =		;Can be set to Unused, PingPong or Circular. 
			PingPong is what the firestorm uses as will give you that effect. 
			Circular can be used to make a tornado or dust devil like effect if used 
			correctly.
WindAngleChangeMin =

WindAngleChangeMax =

WindPingPongStartAngleMin =

WindPingPongStartAngleMax =

WindPingPongEndAngleMin =

WindPingPongEndAngleMax =

;Wind is used for things like the the firestorm and normally not used.
All the wind values will determine the speed and change of speed when PingPonging around.


And Well, the only thing you'd use the image editors for if you want custom textures for your particles. And you'd have to make sure to export them to either .tga or .dds

Originally Posted by: Zatsupachi 


A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs