zero hour mad map maker
9 years ago

You do not have to use a unique building to launch it. You just change the OCL of it under OCLSpecialPower.

Not entirely sure if you can have unique OCLs in a map.ini

Not entirely sure if you can create new weapons in map.ini

Not entirely sure if you can create new objects in map.ini

Originally Posted by: Zatsupachi 



Hmmmmm, could some one follow up on this?
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klingondragon
9 years ago
It should be possible in a map.ini
You'd have to be careful but it is theoretically possible to put a large mod (e.g. a new general) completely inside a map.ini
zero hour mad map maker
9 years ago
That sounds pretty cool! I should try doing that multi-nuke thing. I'll definitely give Zatsupachi his credit! He's just plain awesome at modding ZH!
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AdrianeMapMaker
9 years ago
i will just copy all then woohooo😀 😀 ?? all the code used and then put them in one ini??? right???? ........(expected)the animation should be like used in true generals it will come down in like an scudstorm-like rocket The position of rocket coming down is this / or this \(not an nukeChinawarhead-like Just coming down from the target) and it will separate as multi nuke warhead


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klingondragon
9 years ago
for a map.ini you wouldhave to put all the code in one ini file but wherever you have a module you'd have to use one of the add, modify or remove tags
zero hour mad map maker
9 years ago

for a map.ini you wouldhave to put all the code in one ini file but wherever you have a module you'd have to use one of the add, modify or remove tags

Originally Posted by: klingondragon 



Haha, pardon my crappy Zh modding skills. But what are those tags? What do they do? 😂 😂
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klingondragon
9 years ago
There are plenty of examples in the mapping thread. They're probably better than me trying to explain.
Annihilationzh
9 years ago

Haha, pardon my crappy Zh modding skills. But what are those tags? What do they do? 😂 😂

Originally Posted by: Zero Hour Mad Map Maker 


For modding, you're changing the code the game runs on. E.G. If you remove the Emperor from the tank generals file then there is no longer an emperor in the game.

With a Map.ini, the game code is already loaded. The Emperor is already there. So you can't remove it. But you can tell the game to change it by adding/removing modules.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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zero hour mad map maker
9 years ago
Okay, that makes sense. Rather than me getting off topic and asking questions I'll do some poking around and research modding zh and if I have more questions then I'll post them in a new thread. Thank you for answering it though Annihilationzh
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