Okay, that makes things easier.
Create a script & choose the actions,
Scripting/Add a command button to an object type &
Scripting/Remove a command button from an object type. With these actions, you can add or remove command buttons.
After choosing a command button, delete the vertical bar at the end,
| 3 question marks will then appear at the biggining of the action, but don't worry, the script will still work. If you don't see the vertical bar, click at the end of the name of the command button & hit back space. It won't look like any thing's be deleted, but you have deleted it. Let me know if you have trouble with this.
You also have to make sure that the command buttons you're adding are in an available slot. Otherwise, if you add the mini gunner to USA barracks, you may place it over Colonel Burton. The slot numbers are labeled like this:
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| 1 | 3 | 5 | 7 | 9 | 11 | 13 |
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| 2 | 4 | 6 | 8 | 10 | 11 | 14 |
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In Generals, there is only 12 slots.
If you'd like the complete list of how all the command buttons are listed, check out CommanSet.ini file I uploaded.
After you add a unit to another building, you need to have its prerequisites ignored. Use this action for it,
Map/Modify/Adjust the tech tree for a specific object type.
CommandSet.zip
(15kb) downloaded 4 time(s). Edited by user
17 years ago |
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