Posted by: polla - Tuesday, December 27, 2011 7:08:14 AM
Hello all, I would like to know if is possible to build structures on water simply by modifying "map.ini" file Would be helpful if you could explain to me how to consider a structure as a vehicle, with intent to change the "locomotor", as the line "KindOf = VEHICLE" is not enough Thank you all for your help

Posted by: VTULCobra - Tuesday, December 27, 2011 8:35:21 AM
You mean like placing a war factory that can build boats, for example? Try placing one in water then change the Z value in the object properties box, raise it until it's over the water (in world builder).

Posted by: NewNightmare - Tuesday, December 27, 2011 10:36:41 AM
or use boat's KindOf? CivilianVehiclePTBoat [code] ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE BOAT[/code]

Posted by: NewNightmare - Tuesday, December 27, 2011 11:28:59 AM
Or if youre into modding you could make a building ( the land part) and grand an upgrade which adds a Portable Structure (Over-water part) to it (using overlord as example), and make the Portable contain all the spawn and path points. but it wouldn't work if the building was to be fully build over water. like an anti-boat turret or something. you'd have to experiment with the BOAT kindof of that P.S Triple post ftw

Posted by: polla - Wednesday, December 28, 2011 10:23:17 AM
First of all thank you very much for your help guys. Let us proceed slowly The main objective is obviously to create a naval map where dozer builds structures in the water. I'd like to do it by modifing ini files trying to make it a multiplayer map # 2 This option is best if the buildings would be predefined, but I'd like it to be the player the one who freely build their buildings # 3 Using the code of the boat is not enough, or maybe i just dont know how to apply it correctly # 4 That would be a good idea, but first I'd want to test if the dozer can make structures in the water from the beggining In the last attempt from this afternoon, I made โ€‹โ€‹a modification in the boat and I have given the values โ€‹โ€‹of the USA war factory, intending to keep boat's Locomotor (and I dont know how to add Locomotor to structures) The boat (war factory) floats in the water and I can build it on the land, but it doesnt give me the option to start construction right in to the water, which is the point Any ideas guys? Thanks to you all [wink]

Posted by: VTULCobra - Wednesday, December 28, 2011 10:48:51 AM
Since you cant build in water normally, you would have to change the structures properties and somehow remove the bit of code that says you can't build on water. I do not know how to do this yet but I'm browsing.

Posted by: BR-Alexandre - Wednesday, December 28, 2011 3:50:35 PM
don't forget dozers can't move on water, make another unit (hovercraft for example) buildable on land with ability to move over water to build the desired structure VTULCobra try searching for the codes that the campaing battleships use, they don't move and stand over water so you may find what you're searching on his codes you can't BUILD over water? check the AI's sistems as they sometimes violate game laws and build structures on hills and suplly docks or build 2 structures in same place, you may find something good on his cheats

Posted by: VTULCobra - Thursday, December 29, 2011 2:09:56 AM
I will look for it, but i think the campaign battleships are just normal "unmoving" battleships.

Posted by: VTULCobra - Thursday, December 29, 2011 2:29:55 AM
Use this code for the dozer, it's taken from the amphibious transport in the CivilianUnits.ini, from the zero hour directory: [code]Object AmphibiousTransport ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01(change this to the dozer) ConditionState = NONE Model = AVAMPHIB(change this to the dozer) Animation = AVAMPHIB.AVAMPHIB ; fans off(NOT SURE) AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = OVER_WATER Model = AVAMPHIB(change this to the dozer) ParticleSysBone = TreadFX01 AmphibWaveRest Animation = AVAMPHIB.AVAMPHIB ; fans off(NOT SURE) AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = MOVING Model = AVAMPHIB(change this to the dozer) ; ParticleSysBone = Exhaust01 SteamVent ;Want turned off until better solution or final cut solution is reached ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibDirt ; ParticleSysBone = Mist01 AmphibDirtClods ; ParticleSysBone = TreadFX01 RocketBuggyDust Animation = AVAMPHIB.AVAMPHIB ; fans on(NOT SURE) AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = MOVING OVER_WATER Model = AVAMPHIB(change this to the dozer) ; ParticleSysBone = Exhaust01 SteamVent ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibMist ParticleSysBone = Mist02 AmphibMist ParticleSysBone = Mist03 AmphibMistSide ParticleSysBone = Mist04 AmphibMistSide ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave Animation = AVAMPHIB.AVAMPHIB ; fans on(NOT SURE) AnimationMode = LOOP Flags = START_FRAME_FIRST End End ; The exit door Draw = W3DModelDraw ModuleTag_02(NOT SURE) DefaultConditionState Model = AVAMPHIB_A(change this to the dozer) Animation = AVAMPHIB_A.AVAMPHIB_A(NOT SURE) AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = AVAMPHIB_A(change this to the dozer) Animation = AVAMPHIB_A.AVAMPHIB_A(NOT SURE) AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = AVAMPHIB_A1(change this to the dozer) Animation = AVAMPHIB_A1.AVAMPHIB_A1(NOT SURE) AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** DisplayName = OBJECT:AmphibiousTransport(change this to the dozers name) EditorSorting = VEHICLE(LEAVE IT) CommandSet = CivilianTransportCommandSet(change this to the dozers command set) ArmorSet Armor = TruckArmor DamageFX = DefaultDamageFX End WeaponSet Conditions = None Weapon = PRIMARY None End VisionRange = 150(change this to the dozer) CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles(change this to the dozer) CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveLoop = AmphibiousTransportMoveLoop (you can leave this if you want it to sound like an amphibious) ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT(change this to the dozer) Body = ActiveBody ModuleTag_03(change this to the dozer) MaxHealth = 100.0(change this to the dozer) InitialHealth = 100.0(change this to the dozer) End Behavior = TransportContain ModuleTag_04(change this to the dozer) Slots = 8(change this to the dozer) AllowInsideKindOf = INFANTRY VEHICLE(change this to the dozer) DoorOpenTime = 2000(change this to the dozer) ScatterNearbyOnExit = No ; I have bones for exiting(change this to the dozer) End Behavior = PhysicsBehavior ModuleTag_05(change this to the dozer) Mass = 30.0(change this to the dozer) End Behavior = TransportAIUpdate ModuleTag_06(change this to the dozer) ; End Locomotor = SET_NORMAL BasicAmphibiousLocomotor Behavior = DestroyDie ModuleTag_07(change this to the dozer) ; End Behavior = CreateObjectDie ModuleTag_08(change this to the dozer) DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_09(change this to the dozer) DeathTypes = ALL -FLOODED(change this to the dozer) DeathFX = FX_GenericCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX Scale = 0.7 ;Scaling GeometryIsSmall = No GeometryMajorRadius = 23.0 GeometryMinorRadius = 17.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End[/code] And here is the specific part that makes your unit move on water: [code]PreferredHeight = 0.1 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER [/code] I am not sure about everything that needs to be changed in the code, but you'll figure it out. Hope it helps a little, still trying to figure out how to make "floating buildings" (make the dozer build on water).

Posted by: polla - Thursday, December 29, 2011 3:38:03 AM
Thanks again guys The first thing I did was change the Locomotor of each unit I work with "map.ini files" so its enough with this code for the dozer (BASIC CODE) [code]Object AmericaVehicleDozer Locomotor = SET_NORMAL BasicAmphibiousLocomotor End[/code] The dozer can move over ground and water, but [b]water doesnt allow me to build[/b] This is the problem [sad] Currently this is the code of the dozer for the map (DOZER AMPHIBIOUS SKIN) [code]Object AmericaVehicleDozer Locomotor = SET_NORMAL BasicAmphibiousLocomotor ReplaceModule ModuleTag_01 Draw = W3DTruckDraw ModuleTag_01_Override ConditionState = NONE Model = AVAMPHIB Animation = AVAMPHIB.AVAMPHIB ; fans off AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = OVER_WATER Model = AVAMPHIB ParticleSysBone = TreadFX01 AmphibWaveRest Animation = AVAMPHIB.AVAMPHIB ; fans off AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = MOVING Model = AVAMPHIB ; ParticleSysBone = Exhaust01 SteamVent ;Want turned off until better solution or final cut solution is reached ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibDirt ; ParticleSysBone = Mist01 AmphibDirtClods ; ParticleSysBone = TreadFX01 RocketBuggyDust Animation = AVAMPHIB.AVAMPHIB ; fans on AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = MOVING OVER_WATER Model = AVAMPHIB ; ParticleSysBone = Exhaust01 SteamVent ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibMist ParticleSysBone = Mist02 AmphibMist ParticleSysBone = Mist03 AmphibMistSide ParticleSysBone = Mist04 AmphibMistSide ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave Animation = AVAMPHIB.AVAMPHIB ; fans on AnimationMode = LOOP Flags = START_FRAME_FIRST End OkToChangeModelColor = Yes End End AddModule Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Dum_Turret DefaultConditionState Model = AVCONSTDOZ ParticleSysBone = EXHAUSTFX01 DozerSmokeLight WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = PREATTACK_A Animation = AVCONSTDOZ_A.AVCONSTDOZ_A AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt TransitionKey = TRANS_DIGGING End ConditionState = MOVING ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy TransitionKey = TRANS_DIGGING_DAMAGED End ConditionState = MOVING REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End OkToChangeModelColor = Yes End End Scale = 0.7 End [/code]

Posted by: VTULCobra - Thursday, December 29, 2011 4:21:42 AM
Still looking for people who've managed and also looking into the codes.

Posted by: Annihilationzh - Thursday, December 29, 2011 6:25:57 AM
You can't directly build on water. You have to use a workaround, like spawning the structure.

Posted by: NewNightmare - Thursday, December 29, 2011 6:47:04 AM
1)OCL? but how to make a button for an OCL that will cost you money ?

Posted by: VTULCobra - Thursday, December 29, 2011 6:59:46 AM
@Annihilationzh That's why I'm trying to find the piece of code that says you can't. @newnightmare OCL?

Posted by: NewNightmare - Thursday, December 29, 2011 7:05:06 AM
2)how to spawn a building with a button anyway (i.e without construction process) 3)Can't you make a kindof = BOAT based unit with 0 speed locomotor and give it building properties? (but then, can you make BOAT units to be built by a dozer?) I've seen a map (some GLA vs USA) where a guy made US warfactory create them rangers on snowmobiles as water units

Posted by: VTULCobra - Thursday, December 29, 2011 7:07:52 AM
Well everything is possible, but you need some serious coding skills.

Posted by: NewNightmare - Thursday, December 29, 2011 7:13:44 AM
[code] Well everything is possible[/code] U can't chane unit prices with Map.ini ! gotcha! OCL is the Object Creation List ini file, it contains all the spawning code (like rebel ambushes, China artillery MOAB, all units' death effects etc.

Posted by: VTULCobra - Thursday, December 29, 2011 7:14:45 AM
You might find something useful in "Beng's Naval Mod". *Edit [quote]U can't chane unit prices with Map.ini ! gotcha![/quote] Haha, damn it. ^^

Posted by: NewNightmare - Thursday, December 29, 2011 8:36:43 AM
I dont think naval mods include buildings FULLY on water the docks are built partly on land, making them require only standard building settings (from what I recall you can build docks in the middle of the base, and any boats made will just 'hover' to the water) Making units should be pretty easy, so, making building-like units should be possible (you can make a mobile bunker, why not a mobile war factory? do the kindofs block locomotors? I can't access C&C gen atm... [url=http://www.cnclabs.com/forums/default.aspx?g=posts&m=122994#post122994]http://www.cnclabs.com/forums/default.aspx?g=posts&m=122994#post122994[/url] cant solve this ;/

Posted by: VTULCobra - Thursday, December 29, 2011 8:53:34 AM
About your C&C Generals not working, does that include Zero Hour? Don't re-install, just remove it completely. When it's completely removed go to Start -> Search, and search for "zero hour" and "generals" and delete all files that shows up, after you've deleted them, search for it again, sometime some files get left behind. After that, install the game again, this could work for you, it works for me every time i mess the game up. [smile] [+1]