Posted by: cgf123` - Saturday, July 23, 2011 5:37:20 AM
im trying to create a mod map for generals, but i cant seem to get any changes working ingame heres my current map.ini which basically sets the USA ranger to do huge amounts of damage: [code] WaterTransparency TransparentWaterMinOpacity = 0.6 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent. TransparentWaterDepth = 8.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity) End ;------------------------------------------------------------------------------ Weapon RangerAdvancedCombatRifle PrimaryDamage = 500.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% WeaponBonus = DRONE_SPOTTING RANGE 200% WeaponBonus = DRONE_SPOTTING DAMAGE 200% End [/code] but i notice no change ingame :( ps- my map.ini is correctly placed in my map's folder

Posted by: Annihilationzh - Saturday, July 23, 2011 6:24:54 AM
Nothing stands out as wrong. Map.inis are very glitchy, so this might not work simply because it wasn't programmed well enough by EA.

Posted by: NOP - Saturday, July 23, 2011 11:41:30 AM
Does your water transparency stuff work? What I mean is, is it a problem with the whole map.ini or just the ranger weapon part?

Posted by: NOP - Saturday, July 23, 2011 4:37:14 PM
map.ini cannot change the stats of existing weapons in weapon.ini, but it can create brand new weapons! So says Beng!!!

Posted by: cgf123` - Saturday, July 23, 2011 4:59:44 PM
ah i see... thanks! :) but if i create a new weapon for the ranger, id also need to edit the ranger object to use it... do i have to again make a 'new' ranger object, or am i allowed to edit the existing ranger?

Posted by: cgf123` - Saturday, July 23, 2011 6:43:16 PM
ok nvm... all works fine now finally, how do i name my map exactly? ive named it in the map settings, but ingame it just shows Missing:'my map name'

Posted by: NOP - Saturday, July 23, 2011 11:08:36 PM
Yes, you are missing a string.... You need to create a map.str file where you define it... I'm not 100% sure I remember correctly but try putting in: my map name ;(What you put in map settings) "My map name" ;(What you want the map to be displayed as) END Example if your map name is Mountain Fox in the map settings, And you want it to be seen as Mountain Fox in game, yoou would type: [code]Mountain Fox "Mountain Fox" END [/code]

Posted by: Squidhead - Wednesday, July 27, 2011 10:19:44 AM
I realise I could start a new thread but you guys seemed knowledgable here so sorry about this... but I am having a similiar problem getting rangers to fire like shotguns instead but none of my changes to weapon.ini have made any changes no matter where I place it =/ I saw someone said something about weapons.ini before but it didn't make much sense.

Posted by: Annihilationzh - Wednesday, July 27, 2011 10:27:39 AM
Map.inis are related to maps, and go in the same folder as a .map file. They make map-specific changes to the game code. Weapon.ini is a modding file, and thus goes in the main game directory. A Map.ini can make changes to this file temperarily for a single map. If you want your code checked, you'll have to post it.

Posted by: Squidhead - Wednesday, July 27, 2011 10:34:29 AM
Not sure why but it still won't work. I was hoping it would be as quick and easy as swapping out the models but I guess not. =/ Well it doesn't matter now, I forgot I could modify the INI.big so I think I'll just back it up and do it that way. :) EDIT: Btw forgot to say, thanks for the help and the really quick response.

Posted by: cgf123` - Monday, August 8, 2011 2:25:19 PM
i still get a missing name despite creating a map.str :( i put in 'TournamentDesertPlus' as the name in my map settings, and then had this in the str- [code] TournamentDesertPlus "Tournament Desert Plus" END[/code] edit- also, it seems locomotor edits in the map.ini causes my mod map to crash [b]after[/b] the game ends: [code] ;----------------------------- Locomotor RocketBuggyLocomotor1 Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 80 ; in dist/sec TurnRate = 210 ; in degrees/sec TurnRateDamaged = 210 ; in degrees/sec Acceleration = 90 ; in dist/(sec^2) AccelerationDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------ ;GLA Rocket Buggy Object GLAVehicleRocketBuggy ; *** ENGINEERING Parameters *** Locomotor = SET_NORMAL RocketBuggyLocomotor1 End [/code] i cant see anything wrong with this code... am i missing something?

Posted by: glumurr - Monday, August 8, 2011 5:08:59 PM
try then placing the locomotor in Locomotor.ini. maybe new locomotor doesn't work in map.ini (creating a new one)

Posted by: Annihilationzh - Tuesday, August 9, 2011 4:53:48 AM
Locomotors and AI updates are linked. With these, you have to use a ReplaceModule on the AIUpdate and then place the locomotor after it. Observe what I did in another thread: [code]Object AirF_AmericaJetCargoPlane ReplaceModule ModuleTag_09 Behavior = DeliverPayloadAIUpdate ModuleTag_09_Override DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 1000 ; time in between each item dropped (if more than one) PutInContainer = LargeParachute DeliveryDistance = 150 End End Locomotor = SET_NORMAL B52Locomotor End[/code] I didn't change the locomotor, yet I still had to add it. If you want to change the locomotor, you also have to replace the AI module.

Posted by: stefandeath - Tuesday, August 9, 2011 10:52:02 AM
[quote=cgf123`]i still get a missing name despite creating a map.str :([/quote] Save the file as map.str in your map directory. Do not forget to restart ZH, since map.ini and map.str files will only take affect if you restarted the game. The game will now show that random ffadffs text. [ATTACH]862[/Attach]

Posted by: cgf123` - Friday, August 12, 2011 4:06:53 AM
all works fine now, thanks for the help everyone :)