Sky Demon
18 years ago
Okay. So after almost 2 weeks I have got all the settings right.
This mod is basically a load of INI.config files that change settings related to the USA faction so it makes them more like the AirForceGeneral.

However...Certain things do not work although technically they should.

Following things don't work! And I am at a totall loss with em!
Aircraft & Buidling cost remains the same e.g Raptor still 1400, Comanche still 1500, Chinook still 1200 etc.

AirField still costs 1000 when I set it to be 900 in the config files.

StealthFighter doesn't have LaserPointDefences even though I added the following under it's Engineering parameters

Behavior = PointDefenseLaserUpdate ModuleTag_099
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
SecondaryTargetTypes = INFANTRY
ScanRate = 1000
ScanRange = 120.0
PredictTargetVelocityFactor = 3.0
End

Please please someone, Pi. Take a look & tell me why these things aint working❓
Config files below.
I have only changed things relevant to AirForceGeneral. No need to browse through any other settings👍

Download Attachment: UserPostedImage AirForceGeneral Settings.zip 
261.74 KB
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Me Myself and Pi
18 years ago
Is this for just Generals, or Zero Hour?
Yoshi714
18 years ago
Did you have these files in the correct folders? I noticed they came packaged at the same level where as the object files should be within an Object sub folder of the INI folder. Also, you must be running regular generals??? The stealth fighter is in the AmericaAir.ini file, you have it in the FactionUnit.ini file which I believe is where regalar Generals has the unit.

EDIT - I run only ZH so I cannot test this without putting things in the right files, it crashes if I try to leave it as it is (because GLA is gay and thier files are messed up in ZH) I do know though you can def add the lasers to the stealth fighter because I put them on all the aircraft for my america general on my other computer.
Turtling is not a strategy, its a weakness
Sky Demon
18 years ago
This is for C&C Generals. Not Zero-Hour...
Otherwise there would be no point in making normal USA more AirGeny.
I am at a loss when you mentioned a folder inside the \Generals\Data\INI folder.
There are no other folders inside the INI folder...

Oh and DAM how'd I miss that!?
The:

Behavior = PointDefenseLaserUpdate ModuleTag_099
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
SecondaryTargetTypes = INFANTRY
ScanRate = 1000
ScanRange = 120.0
PredictTargetVelocityFactor = 3.0
End

shouldn't have the "SecondaryTargetTypes = INFANTRY". I mean a stealth fighter isn't going to need a lazer firing down at infantry. LOL...I feel so dum.

Although even with my silly mistakes it should still work shouldn't it?
I mean if the game engine didn't like my added changes to the stealth fighter wouldn't it crash the game rather than just not work at all?
Me Myself and Pi
18 years ago
Whenever you modify an INI file, you need to be sure it's in the same folders that they are in the BIG file. About a 3rd of them are in Data\INI folders. But for object codes, they're in Data\INI\Object folders instead. So the FactionBuilding.ini & the FactionUnit.ini also needs to go in an Object folder which should be in INI folder. So just create one with that name
Sky Demon
18 years ago
Okay I am getting somewhere now. I have added a folder inside the C&C Generals\Data\INI\ called Object.
But now on the second loadup screen, before the intro movie starts I get one of those Technical Difficulties messages.

I have isolated the problem and it's something to do with the FactionUnit.ini file. It can't be the FactionBuilding.ini file as all I did was change the AmericaAirField build cost to 900 from 1000.

Not all changes in the FactionUnit.ini are minor. Such as changing America aircraft build speed by -2000 milliseconds (Builds faster byu 2secs), lowered cost etc.
But the most probable cause is the StealthFighters

Behavior = PointDefenseLaserUpdate ModuleTag_099
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 1000
ScanRange = 120.0
PredictTargetVelocityFactor = 3.0
End

I added in. (Notice I corrected the "SecondaryTargetType = INFANTRY" mistake).
There must be something I am missing...

**EDIT**
YEAH!😮
I finally got it to work. I must have had some typo or little error somewhere in the FactionUnit.ini file because when I deleted it and got a fresh copy from the INI.big file and edited it carefully taking my time not to make any mistakes and made all the little changes...IT WORKED!.
And yes Pi. You were absolutely right, I did have to put the Unit and Building changes in the Objects folder😉

But even though my Stealth Jets can occasionally shoot down a missile or two and defend themselves better...I can't actually see the lazer, the defensive range of the lazer is very poor.
Even with these modified settings:

Behavior = PointDefenseLaserUpdate ModuleTag_23
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 2500
ScanRange = 360.0
PredictTargetVelocityFactor = 3.0
End

it's still pretty rubbish if even going against one single stinger site.
Don't get me wrong I don't want to make it totally immune, fly over 8 stinger sites and return unscratched like or anything😉.

It'd be great if someone could post all the different settings of each type of lazer used on AirGens jets in Zero-Hour👍.
Different types as in the fact that the King Raptors lazer could go against 2 stinger sites and return in yellow health and a Stealth Fighter would only return nearly dead as it's lazer fires at a slower rate.

Oh and Pi. Can you tell me all the folders that can be used in the INI directory❓ I am sure that the Object folder isn't the only one...

**EDIT No.2**
1 last thing.
Why is it that when I delete the

Science SCIENCE_StealthFighter
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USAStealthFighter
Description = CONTROLBAR:ToolTipUSAScienceStealthFighter
End

from the Science.ini it makes the game crash?
At the moment I have had to make do with just making the "SciencePurchasePointCost = 0".
Yoshi714
18 years ago
I suppose the way I stated it was too confusing?? sorry about that, atleast you understand the file system now. Without them in the right spot it wont always crash, it just wont read them.

If you open the BIG file system you can see every file that exists in there. Whatever file path that files uses in the .big file is the same file path you must use if you want to replace it without editing the original. Also, the other .big files are the same way such as the MapsZH.big and Textures.big. If you extract them you can place folders just like them inside the Zero Hour directory as long as it follows the file system that the .big file used, the game will reference them just the same as it does your INI files. Folders for these wont exist just as the Object folder didn't. You will have to create them and then drop in your files. Now onto your problem...

It crashes because there is a prerequisite for building the stealth fighter that says you must have that scince, but if it can't find the science than it crashes. Keeping the science around wont hurt you I don't think. If you dont want to have to purchase the stealth fighter than remove the purchasing science prereq from the object description in the FactionUnit.ini file, and remove the command button for the science in the commandset.ini file. That should do it I think.

FactionUnit.ini Change:

Prerequisites
Object = AmericaAirfield
Science = SCIENCE_StealthFighter <-- Remove entire line (you could add others, like the strategy center if you wanted)
End

CommandSet.ini Change:

CommandSet SCIENCE_AMERICA_CommandSetRank1
1 = Command_PurchaseSciencePaladinTank
2 = Command_PurchaseScienceStealthFighter <-- Remove so no one accidentally wastes a point!
3 = Command_PurchaseScienceSpyDrone
END
Turtling is not a strategy, its a weakness
Me Myself and Pi
18 years ago
For the Laser Defense system:

Since you know so much about Zero Hour, do you have a copy of the game & am just modifying Generals? If that's the case, try copying the code from the king raptor in the reqular raptor in Generals.
Yoshi714
18 years ago
Wouldnt he also have to copy the model and or textures associated with the king raptor into a file as well?? and the laser system the raptor uses is slightly different so that weaponry into the weapon.ini file also? If he has Zero hour and just doesnt like playing the other generals I'd just install that and then make the generals not playable so that only the orignal 3 are available but then atleast all the coding associated with them is still there.
Turtling is not a strategy, its a weakness
Me Myself and Pi
18 years ago
Yeah, Sky Demon. You may need to copy code from several places.
Sky Demon
18 years ago
I have Zero-Hour and love playing it. Just the simply problem of computer spec. Not enough RAM the game to run smoothly=Don't bother😎

Although if necessary I could get the code of the disk and paste it into the StealthFighters (and other aircrafts) code under the engineering paramenters...I guess❓
But since the code would be foreign to the game then wouldn't I need all of the other information such as lazer color, width, lifetime etc etc?

Besides, aren't we missing something here. Why go to such length? Can't I just edit the code in the StealthFighters engineering parameters to fire further. My only problems are that I can't actually see the lazer, it tends to fire only when visible (Unloaked)😞.

But take it one step at a time hey😎.
Why isn't the lazer showing up? I might be missing something...
To simplify things for you all I will post the current AirGen mod and let you test it out😉

I don't wanna throw you off what I want to do. The Paladin tanks lazer is different to the lazer used by the AirGens jets in that it's colored slightly different, fires further and fires faster. So just bodging it and pasting the paladins lazer code into the corresponding jets code aint gonna do it really...At least, not for me.

Download Attachment: UserPostedImage AirForceGeneral Settings.zip 
263.97 KB
Yoshi714
18 years ago
Well for one thing, you arent going to see the stealth fighter fire its lazer when its stealthed because if its being shot at its clearly not in a stealthed state.

Ok if you want to add the lasers to the stealth that are on the king raptor from ZH then just get a copy of the rest of the code... we can probably upload it here for you (assuming that is allowed since you dont own the game, Commiedog or someone want to comment here?). I think you would need additional code for the following files:

weapon.ini <-- new laser defense
FactionUnit.ini <-- just the behavior that references using that laser defense

Im sure something with regards to the model for what the laser looks like is required too but not sure which file it is but if Pi doesnt already know im sure its easy to figure out.

Turtling is not a strategy, its a weakness
Me Myself and Pi
18 years ago
Just to let you know, I am working on the problem. I've went ahead created my own for Generals to give the stealth fighter the laser defense & just like you saw, the laser isn't appearing. I think it may be because it's only meant for show up above the unit. I've copied the code from Zero Hour & laser beem for the Air Force Geneal uses some kind of bone. Of which I have no expirence in. Maybe if I could find that bone thingy in one of the BIG files, it could probably by put into the Generals BIG file. I'll let you know if I can get it working.

Also, do your own a copy of Zero Hour? If that's the case, you could just copy the code from it like I
Sky Demon
18 years ago
Yeah I own a copy of Zero-Hour...So no problem with Copyright or anything like that. Just that it's not installed.

So yeah anyways...Thanks alot Pi for going through all that trouble for me. It's greatly appreciated but not required.
You are probably right though. I was kinda foolish to just take the code from the Paladin and hope it to work perfectly on a Stealth or jet.
I have to disagree with you Yoshi, in C&C Zero-Hour the stealth Fighters lazer shoots down missiles even when stealthed...
Yoshi714
18 years ago
Do missiles continues to track a target that has gone back into a state of stealth? I didn't think they did, I know when I play the computer if I shoot a missile at his stealth bomber and it goes back to stealth the missiles just die. Are you sure they arent just fizzling out as he returns to stealth? Anyway, that does not matter so much you able to get the correct lasers on that thing... what about the lasers on the avenger, can you use those instead of the paladin tanks? or are they the same?
Turtling is not a strategy, its a weakness
Sky Demon
18 years ago
I think that in Zero-Hour the designers, makers whatever...Just made one lazer for everything, colored it a little different and altered it's fire rate and range for each units type of lazer.
But still, however EA made the lazer for the aircraft in Zero-Hour they must have changed something because the StealthFighters lazer doesn't actually show visibly.
Me Myself and Pi
18 years ago
Okay then, just install Zero Hour & extract the AirForceGeneral.ini & Weapon.ini files. Copy the object code about the raptor laser beem (It's like the top one so it won't be hard to find) from the AirForceGeneral.ini into the FactionUnit.ini code. Then copy the module tag in the raptor code. Now go to the Zero Hour Weapon.ini file & copy the code for the raptor laser beem weapon into the Generals Weapon.ini code. Be sure to delete the part about the bone.

If the game crashes, in the laser beem from the AirForceGeneral.ini code, you may need to change the Texture = EXLaser4.tga to Texture = EXLaser.tga.

This still won't get the laser to show up, I think it's because of the bone thingy. At least it will still block the missiles like in Zero Hour.
Sky Demon
18 years ago
Okay recently I have been experimenting with different mods...
Recently a funny USA Defense General mod has kept me amused for the past few days.

But that's more a hobby joke around thing for fun.
On the real issue of my AirGen mod not working I wanna say that i'm sorry Pi. I can usually understand your directions but i'm lost with your last post.

I am way with you up to:

"Okay then, just install Zero Hour & extract the AirForceGeneral.ini & Weapon.ini files. Copy the object code about the raptor laser beem (It's like the top one so it won't be hard to find) from the AirForceGeneral.ini into the FactionUnit.ini code."

Then you say:

"Then copy the module tag in the raptor code. Now go to the Zero Hour Weapon.ini file & copy the code for the raptor laser beem weapon into the Generals Weapon.ini code. Be sure to delete the part about the bone."

What do you mean?
Where do I get the moduletag from, is it in the lazer code taken from the AirForceGeneral.ini? If so, where?

Sorry to be a pain but, could be a little more indepth?
Me Myself and Pi
18 years ago
The Air Force General uses a completely different laser object then the Paladin. That object code is at the top of the AirForceGeneral.ini file for Zero Hour. All you have to do is copy & paste it into the FactionUnit.ini file.

Go to the Kind Raptors object code, which is in the AirForceGeneral.ini file, & find the module tag about the laser defense thiny. Copy & paste it into the stealth fighter object code in the FactionUnit.ini file. But change the module tag number to something like 99.

The last thing you'll need to copy & paste is the weapon. Go to the Weapon.ini file from Zero Hour, & search, "raptorpoint". That should take you down to the raptor point laser defense. Copy & paste that part into the Weapon.ini file just Generals. In that weapon code, delete the line about the bone.

Hope this makes more sense for you. 😉
General Pao
16 years ago
I'm very confused of wat ur all sayin. I want my raptor to be modified too in generals (not ZH). Im still confused