klingondragon
9 years ago
Recently I've not had loads to do and I know people have difficulties modding or problems with the game.
While I am working on some bigger projects (adding new generals for people) these take ages (I keep forgetting how much work is actually needed and how stressful it is because it's so easy to mess up) and I'd like to help out however I can.

Hence, if anyone wants a simple mod made (e.g. move a unit to another faction, add a colour, or change how/where something's built) please just leave a reply an I'll get back to you ASAP.


Side note:

Recently I found that a couple of my mods (hosted on my site) aren't working. Some of these I will try to fix and some I will just remove (for someone who has no obligations it's amazing how little spare time I have).

Turns out my game had something wrong (after verifying with origin everything was working again), I expect my mods do still work.
Sponsor
zero hour mad map maker
9 years ago
The only thing I'd like to see is to enable nuke trucks to be built for China in their war factories xD. That would be helpful for a mission map I am making. The boss generals is the Nuke Master or something along those lines and it would be neat if the AI could be those destructive beasts!
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klingondragon
9 years ago
I can do that as a map.ini or an actual mod.
It would take me about 10 minutes.
AdrianeMapMaker
9 years ago
Pls Make me too in Generals Vanilla Version

And Extra
Make an A-10 Thunderbolt Can Be Used As a Unit 😁 For Vanilla Generals this will be a Mess for other Faction


UserPostedImage


An Abrams/Crusader with an Heavy machine gun On its Turret(i think this is need some time)

UserPostedImage

just like this: UserPostedImage

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

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klingondragon
9 years ago
I'll give it a go but I've found generals is a little temperamental whenever I try to mod it. That's one of the reasons I stick to modding ZH.

Also, I don't mod models so unless you can provide me with the models you get what comes with the game.
zero hour mad map maker
9 years ago

I can do that as a map.ini or an actual mod.
It would take me about 10 minutes.

Originally Posted by: klingondragon 



Haha awesome! A map .ini would be great! Since I would like it for just a single map.
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klingondragon
9 years ago

Object ConvoyTruckArmedWithNuke
  BuildCost           = 2000
  BuildTime           = 15.0 ; in seconds
  KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
End

CommandButton Command_ConstructChinaVehicleNukeTruck
  Command       = UNIT_BUILD
  Object        = ConvoyTruckArmedWithNuke
  TextLabel     = CONTROLBAR:ConstructChinaVehicleNukeLauncher
  ButtonImage   = SSConvoy_L
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipChinaBuildNukeLauncher
End

CommandSet ChinaWarFactoryCommandSet
  1  = Command_ConstructChinaTankBattleMaster
  2  = Command_ConstructChinaTankOverlord
  3  = Command_ConstructChinaVehicleTroopCrawler
  4  = Command_ConstructChinaVehicleListeningOutpost
  5  = Command_ConstructChinaTankGattling
  6  = Command_UpgradeChinaChainGuns
  7  = Command_ConstructChinaTankDragon
  8  = Command_UpgradeChinaBlackNapalm
  9  = Command_ConstructChinaVehicleInfernoCannon
  10 = Command_ConstructChinaVehicleNukeTruck
  11 = Command_ConstructChinaTankECM
  12 = Command_UpgradeChinaMines
  13 = Command_SetRallyPoint
  14 = Command_Sell
End

CommandSet ChinaWarFactoryCommandSetUpgrade
  1  = Command_ConstructChinaTankBattleMaster
  2  = Command_ConstructChinaTankOverlord
  3  = Command_ConstructChinaVehicleTroopCrawler
  4  = Command_ConstructChinaVehicleListeningOutpost
  5  = Command_ConstructChinaTankGattling
  6  = Command_UpgradeChinaChainGuns
  7  = Command_ConstructChinaTankDragon
  8  = Command_UpgradeChinaBlackNapalm
  9  = Command_ConstructChinaVehicleInfernoCannon
  10 = Command_ConstructChinaVehicleNukeTruck
  11 = Command_ConstructChinaTankECM
  12 = Command_UpgradeEMPMines
  13 = Command_SetRallyPoint
  14 = Command_Sell
End

This should work, unfortunately I can't make it cost anything and build time is instant. (some sort of limit with map.inis)
Annihilationzh
9 years ago

This should work, unfortunately I can't make it cost anything and build time is instant. (some sort of limit with map.inis)

Originally Posted by: klingondragon 


To change price you have to hijack another unit.

CommandButton Boss_Command_ConstructChinaTankOverlord
  Command       = UNIT_BUILD
  Object        = Boss_TankOverlord
  TextLabel     = CONTROLBAR:ConstructGLAVehicleBombTruck
  ButtonImage   = SSConvoy_L
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipGLABuildBombTruck
End

CommandSet ChinaWarFactoryCommandSet
  13 = Boss_Command_ConstructChinaTankOverlord
End

CommandSet ChinaWarFactoryCommandSetUpgrade
  13 = Boss_Command_ConstructChinaTankOverlord
End

Object Boss_TankOverlord
  DisplayName       = OBJECT:ConvoyTruck
  EditorSorting     = VEHICLE
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY ConvoyTruckSuicideWeapon 
  End
  VisionRange       = 150
  ShroudClearingRange = 350
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianTransportWithNukeCommandSet
  VoiceSelect             = ConvoyTruckVoiceSelect
  VoiceMove               = ConvoyTruckVoiceMove
  SoundMoveStart          = ConvoyTruckMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = NoSound
    TurretMoveStart = NoSound
    TurretMoveLoop = NoSound
    VoiceCrush = NoSound
    VoiceEnter = NoSound
    VoiceUnload     = NoSound
  End
  Prerequisites
  End
 RemoveModule ModuleTag_01
 RemoveModule ModuleTag_03
 RemoveModule ModuleTag_04
 RemoveModule ModuleTag_05
 RemoveModule ModuleTag_06
 RemoveModule ModuleTag_07
 RemoveModule ModuleTag_08
 RemoveModule ModuleTag_09
 RemoveModule ModuleTag_10
 RemoveModule ModuleTag_11
 RemoveModule ModuleTag_12
 RemoveModule ModuleTag_13
 RemoveModule ModuleTag_16
 RemoveModule ModuleTag_17
 AddModule
 Draw              = W3DTruckDraw ModuleTag_01
  OkToChangeModelColor = Yes
    ConditionState  = NONE
      Model         = NVConvoy
    End
    ConditionState  = LOADED
      Model         = NVConvoy
    End  
    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    ;CabBone = CAB
    ;TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    ;MidRightFrontTireBone = Tire03
    ;MidLeftFrontTireBone = Tire04
    ;MidRightMidTireBone = Tire05
    ;MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    
    TrackMarks = EXTireTrack.tga
    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = SlowDeathBehavior ModuleTag_09
    DeathTypes = NONE +SUICIDED
    DestructionDelay = 1500
    OCL = FINAL OCL_GenericCarExplode
    Weapon = FINAL DirtyNukeCreationWeapon
  End
  Behavior = SlowDeathBehavior ModuleTag_10
    DeathTypes = ALL -SUICIDED
    DestructionDelay = 0
    OCL = FINAL OCL_GenericCarExplode
    Weapon = FINAL DirtyNukeCreationWeapon
  End
 End; of AddModule
  Locomotor       = SET_NORMAL SupplyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor
End
The button picture is an Overlord 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.
klingondragon
9 years ago
I thought about it (especially since the war factory hasn't got enough space for another unit) but I decided against it.
If it'd be better like that I can probably work on it some more to work out the kinks.
AdrianeMapMaker
9 years ago
If i Just Remove this two, This should Work 😁


Command_ConstructChinaVehicleListeningOutpost


Command_ConstructChinaTankECM

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




Annihilationzh
9 years ago

I thought about it (especially since the war factory hasn't got enough space for another unit) but I decided against it.
If it'd be better like that I can probably work on it some more to work out the kinks.

Originally Posted by: klingondragon 


My code above has none of these issues.

I replaced the rally point button. It's a pointless button since you can just right-click to place a rally point. Plus I converted the boss general's overlord into the nuke truck; which won't be a problem unless someone is trying to play as the boss general.
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.
klingondragon
9 years ago
I'm pretty sure I noticed something but I can't remember what and I'm not going to bother. This thread has gone off the track I originally intended.
zero hour mad map maker
9 years ago

I'm pretty sure I noticed something but I can't remember what and I'm not going to bother. This thread has gone off the track I originally intended.

Originally Posted by: klingondragon 



You are helping! So you're thread isn't off track 😉. I haven't tried the nuke truck thing yet, but I will soon! I bet it will be awesome to do xD. Anyway, I have another question regarding putting code into a map.ini. In this particular map I am creating, is it possible to make certain structures stealth even though they're built without it. 😮

I want to make an EMP turret have the stealth ability; that's what I am asking 👍
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klingondragon
9 years ago
Add a stealth module.

Copy the code from a stealthed unit and then use the addmodule code to add it to the unit in the map.ini
zero hour mad map maker
9 years ago

Add a stealth module.

Copy the code from a stealthed unit and then use the addmodule code to add it to the unit in the map.ini

Originally Posted by: klingondragon 



Does this look right?


Object SupW_AmericaPatriotBattery

  ; *** ART Parameters ***
  SelectPortrait         = SAMicroPat_L
  ButtonImage            = SAMicroPat
  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes

    DefaultConditionState
      Model             = ABPatriotSW
      Turret            = TURRET01
      TurretPitch       = TURRETEL
      WeaponLaunchBone  = PRIMARY   WeaponA
      WeaponLaunchBone  = SECONDARY WeaponA
      WeaponLaunchBone  = TERTIARY  WeaponA
      WeaponFireFXBone  = PRIMARY   WeaponA
      WeaponFireFXBone  = SECONDARY WeaponA
      WeaponFireFXBone  = TERTIARY  WeaponA
    End
    AliasConditionState = NIGHT
    
    ConditionState      = DAMAGED
      Model             = ABPatriotSW_D
    End
    AliasConditionState = DAMAGED NIGHT
    
    ConditionState      = REALLYDAMAGED RUBBLE
      Model             = ABPatriotSW_E
    End
    AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
    
    
    ConditionState      = SNOW
      Model             = ABPatriotSW_S
    End
    AliasConditionState = SNOW NIGHT
    
    ConditionState      = DAMAGED SNOW
      Model             = ABPatriotSW_DS
    End
    AliasConditionState = SNOW NIGHT DAMAGED
    
    ConditionState      = REALLYDAMAGED RUBBLE SNOW
      Model             = ABPatriotSW_ES
    End
    AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
   
    ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = ABPatriot
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = ABPatriot_S
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
    
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = ABPatriot_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
    
    
    
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model              = ABPatriot_DS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
    
    
    
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = ABPatriot_E
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
    
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
      Model              = ABPatriot_ES
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
    
    
    
    ConditionState       = AWAITING_CONSTRUCTION 
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD NIGHT
    AliasConditionState  = SOLD NIGHT DAMAGED
    AliasConditionState  = SOLD NIGHT REALLYDAMAGED
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD SNOW DAMAGED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED
    AliasConditionState  = SOLD NIGHT SNOW
    AliasConditionState  = SOLD NIGHT SNOW DAMAGED
    AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
    End


    Behavior = StealthUpdate ModuleTag_07
    StealthDelay                = 2000 ; msec
    StealthForbiddenConditions  = FIRING_PRIMARY
    HintDetectableConditions    = IS_FIRING_WEAPON 
    FriendlyOpacityMin          = 50.0%
    FriendlyOpacityMax          = 100.0%
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
    
    End


    ;**************************************************************************************************************************
       

    
  End


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klingondragon
9 years ago
For a mod, yes. For a map.ini, no.

For the map.ini you should only use write the code you want to add/change. Take out everything but the stealth module, then add an extra line for adding it (check some of the tutorials around the forums for more help with modules).
zero hour mad map maker
9 years ago
Ohhhhh! Sorry, you're going to have to be patient with me on modding Zh, I'm such a novice! Well, back to researching!
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klingondragon
9 years ago
I don't call map.inis modding, they share code but you could be a great modder but when it comes to a map.ini you wouldn't necessarily be able to make it work.

Same language, different code.
zero hour mad map maker
9 years ago
Yep, but I don't feel comfortable changing the entire game for one small thing; that is only needed for a single purpose. Modding, to me, is anything that changes the original aspects of the game regardless of how extensive or small it may be. It's fun all the same though haha. Good thread idea btw.
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klingondragon
9 years ago
As far as I remember I've done this about 3 times plus when I first made the 'small changes mod' I asked what else I should add.