SkyMix_RMT
8 years ago
So guys, if you are making a map.ini or have one, here's a very important tip:
Never use "ReplaceModule".
Always use "RemoveModule" then "AddModule", "why" you ask?
Well, my entire map.ini for operation kihill beach only used replacemodules, and it works fine. But not always. Sometimes the game will just randomly crash for no reason, sometimes you can't load saves. Sometimes it's unplayable. Untill I deleted every "RemoveModule" and replaced it with "RemoveModule" then "AddModule".

These random crashes have been hapening on my map for almost a year, and I, finnaly. FIXED THE GOD DAMN MAP!

Which means that whoever applied for play testing my map will get their copies soon!! ^-^

Enjoy and happy mapping/modding generals!!!
Check out:
My Music  (Techno/House/Experimental)
My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
Sponsor
AdrianeMapMaker
8 years ago
thanks for the note

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

UserPostedImage




Rrtaya_tsamsiyu
8 years ago
Interesting find.
Also, language
one soul at a time
Annihilationzh
8 years ago
Yup. I mentioned that replace modules were a bad idea in my intro to map.ini

Replace modules take up a lot of unnecessary space, and causes a lot of crashes.
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.
i^love^mixery
8 years ago
It's a nice feeling to finally fixing a really annoying bug, isn't it? ;)

All the more if it seems fully sporadic.
Unknown Editor
8 years ago
Don't wanna battle with a high amount of People ...
But for one thing , are you sure ?
I mean I have 95kb INI in which I have used "ReplaceModule" whenever Possible but never got any Random Crashes in this about 5 Months of making my Map .

Sometimes even by Scripts but not INI .

Untile ONCE :
I was Using a Mod (Advanced AI) in which I would take a Random crash once in a while in my Map !
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
SkyMix_RMT
8 years ago

I have 95kb INI in which I have used "ReplaceModule"

Originally Posted by: Unknown Editor 



the INI for Kihill Beach is 185 KB, maybe it starts crashing only when you hit a certain size?
Check out:
My Music  (Techno/House/Experimental)
My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
Annihilationzh
8 years ago

I mean I have 95kb INI in which I have used "ReplaceModule" whenever Possible but never got any Random Crashes in this 3.5 Months of making my Map

Originally Posted by: Unknown Editor 


It depends on the individual module. Some modules won't crash at all, some crash on startup, others just make the game unstable.

I haven't tested it in years, but IIRC health modules crash every time.
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.
Unknown Editor
8 years ago


It depends on the individual module. Some modules won't crash at all, some crash on startup, others just make the game unstable.

I haven't tested it in years, but IIRC health modules crash every time.

Originally Posted by: Annihilationzh 



Well , to be honest whatever I have added as NEW I tested at the Time but I don't really think "ReplaceModule" could cause much Trouble , You know : Most the Starting or Game Loading causes were UNSTABLE in all the Cases (even when used "Add/RemoveModule").

Some things that C&C Excellent GAME ENGINE (I really like it , not making fun of) could not Support and do the Orders for 😞

But I replaced most of them with sth More EFFICIENT (in Size & of Course WORK) 😁
Some of them also should just have been Removed to let the others Work :ashamed:

However much more of Random Crashes or Mismatches were done by the Scripts in my Map ...
Stay away from this Scripts , they are Dangerous 😎

But seriously my map has almost everything , Just look at the Index here :

; INI Index List :

; 1.0: SOUND
; 1.1: Music Tracks
; 1.2: Speech Dialogs
; 1.3: Sound Events

; 2.0: OCL
; 2.1: Object Creation List
; 2.2: Special Power

; 3.0: COMMAND BUTTON
; 3.1: Default
; 3.2: Mapped Images

; 4.0: COMMAND SET
; 4.1: Default
; 4.2: Remove Command Buttons
; 4.3: Special Power Shortcut
; 4.4: Generals Science Buttons
; 4.5: Generals Sciences

; 5.0: WEAPON
; 5.1: Machine Gun
; 5.2: Explotion

; 6.0: LOCOMOTOR
; 6.1: Ground
; 6.2: Water

; 7.0: PARTICLE
; 7.1: FXList
; 7.2: Objects

; 8.0: OBJECT
; 8.1: Custom Buildings
; 8.2: Custom Units
; 8.3: Custom Props
; 8.4: CINE Units
; 8.5: Commanders
; 8.6: Reveal Objects
; 8.7: Build Limitations
; 8.8: Crates Data

; 9.0: PLAYER & MAP
; 9.1: Player Templates
; 9.2: Train

Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
BacardiCoke
8 years ago
How I must fix it in my ini? I am a absolut beginner ^^
Or can everyone fix it for me please?


;###############################
; #### Start of OilDerrick ####
;###############################

Object TechOilDerrick
ReplaceModule ModuleTag_03

Body = ActiveBody ModuleTag_03_Override
MaxHealth = 1975.0 ; original = 2000.0
InitialHealth = 1975.0 ; original = 2000.0
End
End

ReplaceModule ModuleTag_04
Behavior = AutoDepositUpdate ModuleTag_04_Override
DepositTiming = 300
DepositAmount = 5
InitialCaptureBonus = 1000
End
End
End

;original deposit timing=12000 milliseconds, deposit amount=200, initial capture bonus=1000

; #### End of OilDerrick ####
;#############################


;####################################
; #### Start of "no moneymaker" ####
;####################################

Object AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End

Object AirF_AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End

Object Lazr_AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End

Object SupW_AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End

Object ChinaInfantryHacker
MaxSimultaneousOfType = 12
End

Object Infa_ChinaInfantryHacker
MaxSimultaneousOfType = 12
End

Object Nuke_ChinaInfantryHacker
MaxSimultaneousOfType = 12
End

Object Tank_ChinaInfantryHacker
MaxSimultaneousOfType = 12
End

Object GLABlackMarket
MaxSimultaneousOfType = 6
End

Object Demo_GLABlackMarket
MaxSimultaneousOfType = 6
End

Object Slth_GLABlackMarket
MaxSimultaneousOfType = 6
End

Object Chem_GLABlackMarket
MaxSimultaneousOfType = 6
End

; #### End of "no moneymaker" ####
;##################################


;##############################
; #### Start of Ambulance ####
;##############################
; Ambulance no longer heals vehicles and can hold 4 infantry units


;### Changing usa

Object AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End

ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End

Object AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End

;### Changing Usa air force

Object AirF_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End

ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End

Object AirF_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60%) before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End

;### Changing usa laser

Object Lazr_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End

ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End

Object Lazr_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End

;### Changing usa super weapon

Object SupW_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End

ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End

End

Object SupW_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End

; #### End of Ambulance ####
;############################


;###############################
; #### Start of Propaganda ####
;###############################
; puts all nuclear missile upgrades on propaganda center
; nuke mig upgrade disabled

Object Nuke_ChinaAirfield
CommandSet = Nuke_ChinaAirfieldCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaAirfieldCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Nuke_ChinaAirfieldCommandSet2
1 = Nuke_Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
3 = Nuke_Command_ConstructChinaVehicleHelix
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_Sell
End

CommandSet Nuke_ChinaAirfieldCommandSetUpgrade2
1 = Nuke_Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
3 = Nuke_Command_ConstructChinaVehicleHelix
12 = Command_UpgradeEMPMines
13 = Command_SetRallyPoint
14 = Command_Sell
End

;###

Object ChinaNuclearMissileLauncher
CommandSet = ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Nuke_ChinaNuclearMissileLauncher
CommandSet = Nuke_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Nuke_ChinaNuclearMissileCommandSet2
1 = Nuke_Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade2
1 = Nuke_Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Tank_ChinaNuclearMissileLauncher
CommandSet = Tank_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Tank_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Tank_ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Infa_ChinaNuclearMissileLauncher
CommandSet = Infa_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Infa_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Infa_ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

;###

Object ChinaPropagandaCenter
CommandSet = ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
7 = Command_UpgradeChinaUraniumShells
8 = Command_UpgradeChinaNuclearTanks
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
7 = Command_UpgradeChinaUraniumShells
8 = Command_UpgradeChinaNuclearTanks
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Nuke_ChinaPropagandaCenter
CommandSet = Nuke_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Nuke_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
2 = Nuke_Command_UpgradeChinaIsotopeStability
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Nuke_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Infa_ChinaPropagandaCenter
CommandSet = Infa_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Infa_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Infa_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaFanaticism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Infa_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaFanaticism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Tank_ChinaPropagandaCenter
CommandSet = Tank_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Tank_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Tank_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
2 = Tank_Command_UpgradeChinaAutoLoader
3 = Command_UpgradeChinaSubliminalMessaging
7 = Tank_Command_UpgradeChinaUraniumShells
8 = Tank_Command_UpgradeChinaNuclearTanks
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Tank_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
2 = Tank_Command_UpgradeChinaAutoLoader
3 = Command_UpgradeChinaSubliminalMessaging
7 = Tank_Command_UpgradeChinaUraniumShells
8 = Tank_Command_UpgradeChinaNuclearTanks
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

; #### End of Propaganda ####
;#############################

Mig part with the napalm migs for nuke general not working in moment
SkyMix_RMT
8 years ago

How I must fix it in my ini? I am a absolut beginner ^^
Or can everyone fix it for me please?


;###############################
; #### Start of OilDerrick ####
;###############################

Object TechOilDerrick
ReplaceModule ModuleTag_03

Body = ActiveBody ModuleTag_03_Override
MaxHealth = 1975.0 ; original = 2000.0
InitialHealth = 1975.0 ; original = 2000.0
End
End

ReplaceModule ModuleTag_04
Behavior = AutoDepositUpdate ModuleTag_04_Override
DepositTiming = 300
DepositAmount = 5
InitialCaptureBonus = 1000
End
End
End

;original deposit timing=12000 milliseconds, deposit amount=200, initial capture bonus=1000

; #### End of OilDerrick ####
;#############################


;####################################
; #### Start of "no moneymaker" ####
;####################################

Object AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End

Object AirF_AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End

Object Lazr_AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End

Object SupW_AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End

Object ChinaInfantryHacker
MaxSimultaneousOfType = 12
End

Object Infa_ChinaInfantryHacker
MaxSimultaneousOfType = 12
End

Object Nuke_ChinaInfantryHacker
MaxSimultaneousOfType = 12
End

Object Tank_ChinaInfantryHacker
MaxSimultaneousOfType = 12
End

Object GLABlackMarket
MaxSimultaneousOfType = 6
End

Object Demo_GLABlackMarket
MaxSimultaneousOfType = 6
End

Object Slth_GLABlackMarket
MaxSimultaneousOfType = 6
End

Object Chem_GLABlackMarket
MaxSimultaneousOfType = 6
End

; #### End of "no moneymaker" ####
;##################################


;##############################
; #### Start of Ambulance ####
;##############################
; Ambulance no longer heals vehicles and can hold 4 infantry units


;### Changing usa

Object AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End

ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End

Object AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End

;### Changing Usa air force

Object AirF_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End

ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End

Object AirF_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60%) before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End

;### Changing usa laser

Object Lazr_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End

ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End

Object Lazr_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End

;### Changing usa super weapon

Object SupW_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End

ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End

End

Object SupW_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End

; #### End of Ambulance ####
;############################


;###############################
; #### Start of Propaganda ####
;###############################
; puts all nuclear missile upgrades on propaganda center
; nuke mig upgrade disabled

Object Nuke_ChinaAirfield
CommandSet = Nuke_ChinaAirfieldCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaAirfieldCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Nuke_ChinaAirfieldCommandSet2
1 = Nuke_Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
3 = Nuke_Command_ConstructChinaVehicleHelix
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_Sell
End

CommandSet Nuke_ChinaAirfieldCommandSetUpgrade2
1 = Nuke_Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
3 = Nuke_Command_ConstructChinaVehicleHelix
12 = Command_UpgradeEMPMines
13 = Command_SetRallyPoint
14 = Command_Sell
End

;###

Object ChinaNuclearMissileLauncher
CommandSet = ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Nuke_ChinaNuclearMissileLauncher
CommandSet = Nuke_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Nuke_ChinaNuclearMissileCommandSet2
1 = Nuke_Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade2
1 = Nuke_Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Tank_ChinaNuclearMissileLauncher
CommandSet = Tank_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Tank_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Tank_ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Infa_ChinaNuclearMissileLauncher
CommandSet = Infa_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Infa_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Infa_ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

;###

Object ChinaPropagandaCenter
CommandSet = ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
7 = Command_UpgradeChinaUraniumShells
8 = Command_UpgradeChinaNuclearTanks
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
7 = Command_UpgradeChinaUraniumShells
8 = Command_UpgradeChinaNuclearTanks
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Nuke_ChinaPropagandaCenter
CommandSet = Nuke_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Nuke_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
2 = Nuke_Command_UpgradeChinaIsotopeStability
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Nuke_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Infa_ChinaPropagandaCenter
CommandSet = Infa_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Infa_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Infa_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaFanaticism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Infa_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaFanaticism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

Object Tank_ChinaPropagandaCenter
CommandSet = Tank_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Tank_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End

CommandSet Tank_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
2 = Tank_Command_UpgradeChinaAutoLoader
3 = Command_UpgradeChinaSubliminalMessaging
7 = Tank_Command_UpgradeChinaUraniumShells
8 = Tank_Command_UpgradeChinaNuclearTanks
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Tank_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
2 = Tank_Command_UpgradeChinaAutoLoader
3 = Command_UpgradeChinaSubliminalMessaging
7 = Tank_Command_UpgradeChinaUraniumShells
8 = Tank_Command_UpgradeChinaNuclearTanks
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

; #### End of Propaganda ####
;#############################

Mig part with the napalm migs for nuke general not working in moment

Originally Posted by: BacardiCoke 




Instead of having:


Object TechOilDerrick

ReplaceModule ModuleTag_03
Body = ActiveBody ModuleTag_03_Override
MaxHealth = 1975.0 ; original = 2000.0
InitialHealth = 1975.0 ; original = 2000.0
End
End



You need to have this:



Object TechOilDerrick

RemoveModule ModuleTag_03
AddModule
Body = ActiveBody ModuleTag_03_Override
MaxHealth = 1975.0 ; original = 2000.0
InitialHealth = 1975.0 ; original = 2000.0
End
End
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