jman
  • jman
  • 50.25% (Neutral)
  • Private Topic Starter
9 years ago
Hello,
Do you have a map.ini file that changes the cost to upgrade the china nuke migs with nuclear missiles?
I want to move the upgrade button from china nuclear missile launcher to propaganda and change the cost of it.
Do you know how this can be done in map.ini file?
I know that changing the buttons can be done using scripts in worldbuilder for a specific map, but I doubt it is possible to change the cost for upgrade.
How this can be done in map.ini?
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SkyMix_RMT
9 years ago
I don't think you can change the cost of upgrades and units with map.inis.
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jman
  • jman
  • 50.25% (Neutral)
  • Private Topic Starter
9 years ago
Units can be changed with map.ini . I think I have seen even map.ini that changes exactly what I need but I forgot where I saw it.

Here is some examples of map.ini that changes units.

Gla Marauder tank with turrret


;-------------------------------------------------------------------
;-------------Gla Marauder tank with turrret-----------------
;-------------------------------------------------------------------
Object GLATankMarauder
VisionRange = 150
RemoveModule ModuleTag_03
AddModule
Behavior = AIUpdateInterface ModuleTag_03a
Turret
TurretTurnRate = 180
FiresWhileTurning = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
Locomotor = SET_NORMAL MarauderLocomotor
RemoveModule ModuleTag_04
AddModule
Behavior = PhysicsBehavior ModuleTag_04a
Mass = 50.0
End
End
End

Object Demo_GLATankMarauder
VisionRange = 150
RemoveModule ModuleTag_03
AddModule
Behavior = AIUpdateInterface ModuleTag_03a
Turret
TurretTurnRate = 180
FiresWhileTurning = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
Locomotor = SET_NORMAL MarauderLocomotor
RemoveModule ModuleTag_04
AddModule
Behavior = PhysicsBehavior ModuleTag_04a
Mass = 50.0
End
End
End

Object Chem_GLATankMarauder
VisionRange = 150
RemoveModule ModuleTag_03
AddModule
Behavior = AIUpdateInterface ModuleTag_03a
Turret
TurretTurnRate = 180
FiresWhileTurning = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
Locomotor = SET_NORMAL MarauderLocomotor
RemoveModule ModuleTag_04
AddModule
Behavior = PhysicsBehavior ModuleTag_04a
Mass = 50.0
End
End
End

;-------------------------------------------------------------------
;-----------End of Gla Marauder tank with turrret----------
;-------------------------------------------------------------------



Marauder with 3 guns


;-----------------------------------------------------------------------------
;---------------------------Marauder with 3 guns------------------------------
;-----------------------------------------------------------------------------

Object GLATankMarauder

ReplaceModule ModuleTag_01
Draw = W3DTankDraw ModuleTag_01_Override
OkToChangeModelColor = Yes

ConditionState = NONE
Model = UVMarauder
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01

WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = REALLYDAMAGED
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01

WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = RUBBLE
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01

WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01

WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01

WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01

WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder
Turret = TurretUp01 TurretUp02
ShowSubObject = TurretUp01 TurretUp02
HideSubObject = Turret BarrelUp01FX01 BarrelUp02FX02

WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS

WeaponFireFXBone = SECONDARY BarrelUp02MS
WeaponRecoilBone = SECONDARY BarrelUp02
WeaponMuzzleFlash = SECONDARY BarrelUp02FX
WeaponLaunchBone = SECONDARY BarrelUp02MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp01 TurretUp02
ShowSubObject = TurretUp01 TurretUp02
HideSubObject = Turret BarrelUp01FX01 BarrelUp02FX02

WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS

WeaponFireFXBone = SECONDARY BarrelUp02MS
WeaponRecoilBone = SECONDARY BarrelUp02
WeaponMuzzleFlash = SECONDARY BarrelUp02FX
WeaponLaunchBone = SECONDARY BarrelUp02MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp01 TurretUp02
ShowSubObject = TurretUp01 TurretUp02
HideSubObject = Turret BarrelUp01FX01 BarrelUp02FX02

WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS

WeaponFireFXBone = SECONDARY BarrelUp02MS
WeaponRecoilBone = SECONDARY BarrelUp02
WeaponMuzzleFlash = SECONDARY BarrelUp02FX
WeaponLaunchBone = SECONDARY BarrelUp02MS
End

TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0
TreadDriveSpeedFraction = 0.3
TreadPivotSpeedFraction = 0.6

End
End

WeaponSet
Conditions = None
Weapon = PRIMARY MarauderTankGun
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY MarauderTankGunUpgradeOne
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY MarauderTankGunUpgradeTwo
Weapon = SECONDARY MarauderTankGunUpgradeTwo
End

ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 480.0
InitialHealth = 480.0
SubdualDamageCap = 860
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
End

End

;-----------------------------------------------------------------------------
;--------------------------- End of Marauder with 3 guns----------------------
;-----------------------------------------------------------------------------
Gameanater
9 years ago

I don't think you can change the cost of upgrades and units with map.inis.

Originally Posted by: SkyMix_RMT 



Have you forgotten the map I emailed you? 😛
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
SkyMix_RMT
9 years ago
I don't remember your map having different cost for units or upgrades, if it did, wasn't it your generals domination mod that made those changes?
Check out:
My Music  (Techno/House/Experimental)
My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
ComradeGeneral
9 years ago
If I remember correctly, you can change the cost and times of unit upgrades, but not the build times of units.


Upgrade Upgrade_ChinaTacticalNukeMig
  DisplayName      = UPGRADE:TacticalNukeMig
  BuildTime          = 40.0
  BuildCost          = 2000 
  ButtonImage        = SSMigNuke
  ResearchSound      = MigNuclearUpgrade
End


CommandSet Nuke_ChinaPropagandaCenterCommandSet
  1  = Command_UpgradeChinaNationalism
  2  = Nuke_Command_UpgradeChinaIsotopeStability
  3  = Command_UpgradeChinaSubliminalMessaging
  5 = Command_UpgradeChinaTacticalNukeMig
 12  = Command_UpgradeChinaMines
 14  = Command_Sell  
End

Try putting those in your map.ini and changing the build time and cost to whatever you want.
Home is where the InnerPerimeter is.
Gameanater
9 years ago

I don't remember your map having different cost for units or upgrades, if it did, wasn't it your generals domination mod that made those changes?

Originally Posted by: SkyMix_RMT 



The map.ini made nearly all China and GLA upgrades have 0 cost and research time, so that the AI and players could start with them right off the bat.

;This is to set the players and AI's upgrades.



Upgrade Upgrade_InfantryCaptureBuilding
  DisplayName        = UPGRADE:RangerCaptureBuilding
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSCaptureBuilding
End


;-----------------------------------
;Nationalism ... 
;-----------------------------------
Upgrade Upgrade_Nationalism
  DisplayName        = UPGRADE:Nationalism
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSNationalism
  ;ResearchSound      = RedGuardVoiceUpgradeNationalism
End

;-----------------------------------
;Nationalism ... 
;-----------------------------------
Upgrade Upgrade_Fanaticism
  DisplayName        = UPGRADE:Fanaticism
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSNationalism
  ;ResearchSound      = RedGuardVoiceUpgradePatriotism
End



Upgrade Upgrade_AmericaCompositeArmor
  DisplayName        = UPGRADE:CompositeArmor
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSCompositeArmor
  ;ResearchSound      = CrusaderTankVoiceUpgradeCompositeArmor
End



Upgrade Upgrade_ChinaChainGuns
  DisplayName        = UPGRADE:ChainGuns
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSGattling
  ;ResearchSound      = GattlingTankVoiceUpgrade
End



Upgrade Upgrade_ChinaSubliminalMessaging
  DisplayName        = UPGRADE:SubliminalMessaging
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSSobMsge
  ;ResearchSound      = POWTruckChinaVoiceUpgradeSubliminal
End



Upgrade Upgrade_ChinaUraniumShells
  DisplayName        = UPGRADE:UraniumShells
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSDepletedU_Shell
  ;ResearchSound      = BattleMasterTankVoiceUpgradeDepleted
End


Upgrade Upgrade_ChinaNuclearTanks
  DisplayName        = UPGRADE:NuclearTanks
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSNukeTank
  ;ResearchSound      = BattleMasterTankVoiceUpgradeNuclear
End





Upgrade Upgrade_GLAWorkerShoes
  DisplayName        = UPGRADE:WorkerShoes
  Type               = PLAYER
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SUShoes
  ;ResearchSound      = WorkerVoiceUpgradeShoes
End

Upgrade Upgrade_GLAFortifiedStructure
  DisplayName        = UPGRADE:FortifiedStructure
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SUEliteGrd
End



Upgrade Upgrade_GLAScorpionRocket
  DisplayName        = UPGRADE:ScorpionRocket
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSScorpionRocketBuild
  ;ResearchSound      = ScorpionTankVoiceUpgradeRocket
End




Upgrade Upgrade_GLAAnthraxBeta
  DisplayName        = UPGRADE:AnthraxBeta
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSAnthraxBeta
  ;ResearchSound      = ToxinTractorVoiceUpgradeAnthrax
End

Upgrade Upgrade_GLAToxinShells
  DisplayName        = UPGRADE:ToxinShells
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSToxinShells
  ;ResearchSound      = ScorpionTankVoiceUpgradeToxin
End




Upgrade Upgrade_GLAAPRockets
  DisplayName        = UPGRADE:APRockets
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSAPRockets
  ;ResearchSound      = RocketBuggyVoiceUpgradeAPRockets
End

Upgrade Upgrade_GLAJunkRepair
  DisplayName        = UPGRADE:JunkRepair
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSJunkRepair
  ;ResearchSound      = ScorpionTankVoiceUpgradeJunkRepair
End

Upgrade Upgrade_GLAAPBullets
  DisplayName        = UPGRADE:APBullets
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSAPShells
  ;ResearchSound      = RebelVoiceUpgradeAPBullets
End

Upgrade Upgrade_GLABuggyAmmo
  DisplayName        = UPGRADE:BuggyAmmo
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSBuggyRockets
  ;ResearchSound      = RocketBuggyVoiceUpgradeAmmo
End



Upgrade Chem_Upgrade_GLAAnthraxGamma
  DisplayName        = UPGRADE:AnthraxGamma
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SUAnthraxGamma
  ;ResearchSound      = ToxinTractorVoiceUpgradeGamma
End

Upgrade Tank_Upgrade_ChinaTankAutoLoader
  DisplayName        = UPGRADE:TankAutoLoader
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SSAutoloader
  ;ResearchSound      = BattleMasterTankVoiceUpgradeAutoLoader
End



Upgrade Demo_Upgrade_SuicideBomb
  DisplayName        = UPGRADE:Demo_SuicideBomb
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SUSuicideAttk
End





And I don't believe the build times or costs of units can be changed, just upgrades. Unit build times, costs, and MaxSimultaneousOfType are prone to bugs. I.E. I remember churning out a ton of vehicles that were supposed to cost $2500 for free as long as I had at least $2500, and if you do something like set a limit of 1 to Rangers, you'll still be able to queue out as many as you want until the first one is built.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
jman
  • jman
  • 50.25% (Neutral)
  • Private Topic Starter
9 years ago
Thank you, ComradeGeneral!
I knew it is possible, because I 've seen such a ini file.
Could you tell me where to look for the code for tank upgrades that are located at the nuclear missile?Which INI file holds those codes?
Gameanater
9 years ago

Could you tell me where to look for the code for tank upgrades that are located at the nuclear missile?Which INI file holds those codes?

Originally Posted by: jman 



Upgrade.ini

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