Posted by: Decrosse - Friday, August 3, 2012 11:21:02 PM
I'm still new to modding, and could probably use some step-by-step help with the factions' 'generals' powers (like MOAB, etc. changing them), and other ini stats... I add factions to PlayerTemplate.ini, where to put it to test if copied files to other location? (to get it to show up in dropdown menu) anyone wish to help with mod project? I know I can't do all of it on my own... I can't read minds either, questions could help... may need help with some models/modeling/texturing/etc... (I do have 3DS Max on my comp) for now I'll just work on getting infos/structures/units/etc for the factions... and work on the story for it.

Posted by: NewNightmare - Saturday, August 4, 2012 9:28:10 AM
[quote]I know I can't do all of it on my own...[/quote] Yes You Can! ;) Ive never added a new faction, but you can post some details about what exact power youre editing/adding, whats the target result, and what you have, so we know what we work on.

Posted by: precision_bomber - Saturday, August 4, 2012 10:56:54 AM
I SHOULD really try 3ds Max someday... Anyway... To the topic! Changing General's Powers? That's a lot of things to do... And it depends what General's Power. You could check out other mods for examples... [b]And I believe you can do it all[/b], just like what I am doing right now, save for the resources I use, I am greatly thankful for the people who made them...

Posted by: Decrosse - Saturday, August 4, 2012 11:34:18 AM
Don't think I can do modeling/textures for new factions... (I'm using student version of 3ds max) But besides that, them powers will/may change depending on faction... This is [i]just[/i] an example, so lately I've been playing Perimeter (Codemasters), StarCraft 2, Supreme Commander 2, etc. Example is would like to bring in those other factions/units/structures/etc into ZH mod with old C&C factions as well... It'd be more fun. Replacing Generals factions while giving their specific structures/units to original ZH factions

Posted by: NewNightmare - Saturday, August 4, 2012 3:13:04 PM
[quote]I'm using student version of 3ds max[/quote] works just like any other version, Ive one myself. Export as 3DS, import to gmax, save as .gmax, open in RenX, Export as W3D.

Posted by: Decrosse - Saturday, August 4, 2012 8:37:55 PM
[quote=newnightmare;125348][quote]I'm using student version of 3ds max[/quote] works just like any other version, Ive one myself. Export as 3DS, import to gmax, save as .gmax, open in RenX, Export as W3D.[/quote] I might've had trouble locating tools even using google, gmax & renx currently the only things I got done are factions added on PlayerTemplate; that about it... well might have an .ini with new factions units/buildings temporary picked from default factions. though I would like to replace the general-specific factions while giving their specific units/strutures/etc to the original factions respectively (while still keeping say normal Raptor as well as King Raptor available from USA Airfield, etc) first to start though, hmm.... besides the above... above is main atm All I do know is in skirmishes I'd like for them all to be balanced enough... (other mods those I don't have will need download, so will wait for night or such...) ------------- Now I do like C&C3 Tiberium Wars mod "the forgotten" however I kind of prefer/miss those from Tiberian Sun/Firestorm (miss Cabal too) also my mod story in a way would be a continuation from Tiberian Firestorm story, so... So, lets start with 1 faction at a time. "mutants" - it's fine if shot flash is coming from ground or hood/windshield or roof of vehicle, for starting [quote]supply truck->OxPlow; the Ox needs a li'l model/texture edits 'Baracks' - GLA AngryMob ; less 'people' model(s) if can, less damage a li'l more armor, allow attack Air/flying units but less damage. needs model/texture edits - Pathfinder; stats edits... no stealth, less damage more armor. model/textures need edit - see 'War Factory' section -Rocket Infantry; needs some edits -Hacker(china)->HomelessGuy -SecretPolice(china)->AsianFarmer01 -UNSoldier -Partisan01-03 -Engineer->GenericFemale01; can attack + do a little damage to enemies (if close enough) 'Arms Dealer' - USA Humvee->CarAsian1 - China Troop Crawler->Limo -GLA Attack Bike->CarSport; no rider/cant change rider -USA Medic/Ambulance->CarAmbulance -GLA BombTruck->CINE_U05_TankerTruck -USA RepairDrone->HorseDrawnCart; the horse needs a little edits texture/model -China Battlemaster->Firetruck -USA Marauder->Tractor -GLA Rocket Buggy->CarSedan -GLA BattleBus->PoliceCar; less garrison slots -GLA Technical->CarCompact 'War Factory' - will likely need a Modeler or more here... (I'll try attempting some myself, but I haven't modeled anything before) Tiberian Fiend (Attack Dog) Tiberian Alpha (Attack Panther) Tiberian Charger (Elephant) Tiberian Fighter (Rhinoceros) Tiberian Wrangler (Snake) Tiberian Crusher (Crocodile) Tiberian Stinger (Scorpion) Tiberian Watcher (Giraffe) Tiberian Guard (Bull bovines) Tiberian Scout (Horse) Tiberian Wrecker (Rat, infiltrator/saboteur) Tiberian Tanker (Alligator-Snapping Turtle) - more may be added later 'Airfield' see above 'War Factory' I need to think for this section for the others... -USA Raptor->AircraftCessna -China Mig->AircraftCropDuster -CommercialAirLinger -> new plane/jet -ChinaJetCargoPlane -> new plane/jet -ChinaJetCarpetBomber -AmericaJetB3 -AmericaJetB52 -AmericaJetCargoPlane -AmericaJetSpectreGunship -Hellfire Drone (separate vehicle) -Comanche->AmericaVehicleScoutDrone[/quote] more or less...

Posted by: brncao - Monday, August 6, 2012 12:49:45 AM
I added a whole new faction using pre-existing stuff so I can probably help you add a new faction. [b]INI files:[/b] [i]Command & Conquer Generals Zero Hour\Data\INI[/i] PlayerTemplate, ControlBarScheme, Eva, Armor, CommandButton, CommandSet, FXList, Locomotor, multiplayer (optional), ObjectCreationList, ParticleSystem, Rank (optional), Science, SoundEffects, SpecialPower, Upgrade (note you can only have up to 128 upgrades), Music (optional), Voice, Weapon, and ChallengeMode. [i]Command & Conquer Generals Zero Hour\Data\INI\Object[/i] Put all the "objects" here. You can name the file with any name. An object consists of "Art Parameters," "Design Parameters," and "Engineering Parameters." This is where you'll be spending the most time troubleshooting and asking for help. Do this last because you want to get the other ini files working before doing something hard. [i]\Command & Conquer Generals Zero Hour\Data\INI\MappedImages\TextureSize_512[/i] Cameos and art layout "instructions" go here. This tells the game what images you want to use. TGA images only. At the very least these are the files I'm using to get the new faction up and running. There are some other ini files, but save that for last after you get the new faction working. [b]STR or CSF file:[/b] [i]Command & Conquer Generals Zero Hour\Data[/i] Generals.str or Generals.csf This file contains all the in-game strings. If you see something like "MISSING:xxx", it either means you did not add it/made a typo to Generals.str or you did not call the variable name correctly (either it was left out, a typo, or mistake). [b]Artwork[/b] [i]Command & Conquer Generals Zero Hour\Data\Art\Textures[/i] Put all your textures and skins (dds files), and art layouts/cameos (tga files) here. [i]Command & Conquer Generals Zero Hour\Data\Art\W3D[/i] Put all your W3D models here. [b]Audio[/b] [i]Command & Conquer Generals Zero Hour\Data\Audio\Sounds[/i] All WAV files go here [i]Command & Conquer Generals Zero Hour\Data\Audio\Tracks[/i] All music files (mp3) go here

Posted by: brncao - Monday, August 6, 2012 2:26:40 AM
Here's a tutorial on adding the new faction http://www.moddb.com/mods/command-conquer-generals-version-20/tutorials/gen-zh-adding-a-new-faction You'll need to have the CommandSets, Images, Strings, and Starting Objects done because you haven't defined them yet. More on that later. The very first thing you want to do is get organized and create a checklist of all the "buttons" with the new faction. My favorite places to start is the CommandSet. I'll use my example. Before I begin, the naming convention is CommandSet followed by a variable name. Keep the variable names consistent and easy to understand. Remember to close it with an "END" statement after each block. [b]CommandSet Supreme_SCIENCE_AMERICA_CommandSetRank1[/b] This is where you purchase science powers from rank 1-2. Up to 4 slots [b]CommandSet Supreme_SCIENCE_AMERICA_CommandSetRank3[/b] This is where you purchase science powers from rank 3-4. Up to 15 slots [b]CommandSet Supreme_SCIENCE_AMERICA_CommandSetRank8[/b] This is where you purchase science powers from rank 5. Up to 4 slots Write down all the science powers. [b]CommandSet Supreme_SpecialPowerShortcutUSA[/b] The shortcut powers to access the special powers from the side. You can have up to 11 shortcuts. [b]CommandSet Supreme_AmericaCommandCenterCommandSet[/b] This builds the dozer and has all the special powers (or not if you don't want it there). The special powers can be added to any object (unit or structure). [b]CommandSet Supreme_AmericaDozerCommandSet[/b] Write down all the structures you'll be adding to the dozer. Next you have CommandSets for structures to build units. You have basic things like barracks, war factory, supply depot, and airfield (and any other structures for building units). List all the units for each of them. Now that you've gotten the basic new stuff down, we'll delve deeper and start adding commandsets to structures, infantries, vehicles, aircrafts, etc. You can do it in any order you like. This is to give you an idea what units/structures will have a "unique" commandset. That's all there is to it. Now you will have to define the CommandButton variables you created in the CommandSet.

Posted by: brncao - Monday, August 6, 2012 2:51:03 AM
Here's my example from CommandButton.ini. Notice how I organized it. Use this as a guide. I'll have to omit some stuff so I don't exceed the character limit. [code=plain];------------------------------------------------------------------------- ;Supreme USA General ;------------------------------------------------------------------------- ;------------------------------------------------------ ;Command Center CommandSet ;------------------------------------------------------ CommandButton Supreme_Command_ConstructAmericaDozer Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton Supreme_Command_UAVStrike Command = SPECIAL_POWER SpecialPower = Supreme_SuperweaponUAVStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Supreme_SCIENCE_UAVStrike TextLabel = CONTROLBAR:Lazr_A10ThunderboltMissileStrike ButtonImage = SAFB22_3 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid UnitSpecificSound = VoiceEvaAmericaSelectTarget End CommandButton Supreme_Command_ArtilleryBarrage Command = SPECIAL_POWER SpecialPower = Supreme_SuperweaponUSAArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Supreme_SCIENCE_USAArtilleryBarrage TextLabel = CONTROLBAR:USAArtilleryBarrage ButtonImage = SAArtilleryBarrage3 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireUSAArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid UnitSpecificSound = VoiceEvaAmericaSelectTarget End CommandButton Supreme_Command_A10ThunderboltMissileStrike Command = SPECIAL_POWER SpecialPower = Supreme_SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Supreme_SCIENCE_A10ThunderboltMissileStrike TextLabel = CONTROLBAR:A10ThunderboltMissileStrike ButtonImage = SSAIRFA10Attack3 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid UnitSpecificSound = VoiceEvaAmericaSelectTarget End CommandButton Supreme_Command_AmericaCommandCenter_FirstMenu Command = OBJECT_UPGRADE Options = NOT_QUEUEABLE Upgrade = Upgrade_GLAWorkerRealCommandSet TextLabel = CONTROLBAR:OneUp ButtonImage = SAAmericaCommandSetUp ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = Nada End CommandButton Supreme_Command_AmericaCommandCenter_SecondMenu Command = OBJECT_UPGRADE Options = NOT_QUEUEABLE Upgrade = Upgrade_GLAWorkerFakeCommandSet TextLabel = CONTROLBAR:OneDown ButtonImage = SAAmericaCommandSetDown ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = Nada End ;----------------------------------------------------- ;Construction Dozer CommandSet ;----------------------------------------------------- CommandButton Supreme_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlantSW ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton Supreme_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton Supreme_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton Supreme_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End ;----------------------------------------------------- ;Airfield CommandSet ;----------------------------------------------------- CommandButton Supreme_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton Supreme_Command_ConstructAmericaJetAurora Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetHypersonicAurora ButtonImage = SAHypAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHypersonicAurora End ;----------------------------------------------------- ;Helipad CommandSet ;----------------------------------------------------- CommandButton Command_ConstructAmericaVehicleCobra Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = AmericaVehicleCobra TextLabel = CONTROLBAR:ConstructAmericaVehicleCobra ButtonImage = SACobra ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCobra End CommandButton Supreme_Command_ConstructAmericaVehicleKingComanche Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaVehicleKingComanche TextLabel = CONTROLBAR:Airf_ConstructAmericaVehicleComanche ButtonImage = SAStealthComm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End ;----------------------------------------------------- ;Supply Center CommandSet ;----------------------------------------------------- CommandButton Supreme_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End ;----------------------------------------------------- ;Sky Crane CommandSet ;----------------------------------------------------- CommandButton Supreme_Command_AmericaVehicleSkyCrane_FirstMenu Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerRealCommandSet TextLabel = CONTROLBAR:OneUp ButtonImage = SAAmericaCommandSetUp ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = Nada End CommandButton Supreme_Command_AmericaVehicleSkyCrane_SecondMenu Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerFakeCommandSet TextLabel = CONTROLBAR:OneDown ButtonImage = SAAmericaCommandSetDown ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = Nada End ;----------------------------------------------------- ;Barracks CommandSet ;----------------------------------------------------- CommandButton Supreme_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SAMarineArmor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Supreme_Command_ConstructAmericaInfantryEMPMissileDefender Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaInfantryEMPMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryEMPMissileDefender ButtonImage = SAEMPMissileDefender2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildEMPMissileDefender End ;----------------------------------------------------- ;War Factory CommandSet ;----------------------------------------------------- CommandButton Supreme_Command_ConstructAmericaTankCrusader Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaTankCrusader TextLabel = CONTROLBAR:ConstructAmericaTankCrusader ButtonImage = SACLeopard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCrusader End CommandButton Supreme_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End ;----------------------------------------------------- ;Advanced War Factory CommandSet ;----------------------------------------------------- CommandButton Supreme_Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = Supreme_AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End ;----------------------------------------------------- ;Strategy Center CommandSet ;----------------------------------------------------- CommandButton Supreme_Command_UpgradeAmericaMammothShield Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaEnergyShieldGenerator ;Options = NEED_SPECIAL_POWER_SCIENCE ;Science = SCIENCE_MammothTank TextLabel = CONTROLBAR:UpgradeAmericaEnergyShields ButtonImage = SSMammothShield ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:TooltipUSAUpgradeEnergyShields UnitSpecificSound = MoneyWithdraw End CommandButton Supreme_Command_AmericaStrategyCenter_FirstMenu Command = OBJECT_UPGRADE Options = NOT_QUEUEABLE Upgrade = Upgrade_GLAWorkerRealCommandSet TextLabel = CONTROLBAR:OneUp ButtonImage = SAAmericaCommandSetUp ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = Nada End CommandButton Supreme_Command_AmericaStrategyCenter_SecondMenu Command = OBJECT_UPGRADE Options = NOT_QUEUEABLE Upgrade = Upgrade_GLAWorkerFakeCommandSet TextLabel = CONTROLBAR:OneDown ButtonImage = SAAmericaCommandSetDown ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = Nada End ;----------------------------------------------------- ;Science Powers CommandSet ;----------------------------------------------------- CommandButton Command_PurchaseScienceAdvancedWarFactory Command = PURCHASE_SCIENCE Science = SCIENCE_AdvancedWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is UnitSpecificSound = ChooseGeneralAbility End CommandButton Supreme_Command_PurchaseScienceParadrop Command = PURCHASE_SCIENCE Science = Supreme_SCIENCE_Paradrop ButtonImage = SACParatroopers3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is UnitSpecificSound = ChooseGeneralAbility End CommandButton Supreme_Command_PurchaseScienceCrusaderParadrop Command = PURCHASE_SCIENCE Science = Supreme_SCIENCE_CrusaderParadrop ButtonImage = SACrusaderDrop3 ButtonBorderType = UPGRADE UnitSpecificSound = ChooseGeneralAbility End CommandButton Supreme_Command_PurchaseScienceHALOdrop Command = PURCHASE_SCIENCE Science = Supreme_SCIENCE_HALOdrop ButtonImage = SAHaloDrop3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is UnitSpecificSound = ChooseGeneralAbility End CommandButton Supreme_Command_PurchaseScienceSpectreGunship Command = PURCHASE_SCIENCE Science = Supreme_SCIENCE_SpectreGunship ButtonImage = SASpGunship3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is UnitSpecificSound = ChooseGeneralAbility End CommandButton Supreme_Command_PurchaseScienceA10ThunderboltMissileStrike Command = PURCHASE_SCIENCE Science = Supreme_SCIENCE_A10ThunderboltMissileStrike ButtonImage = SSAIRFA10Attack3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is UnitSpecificSound = ChooseGeneralAbility End CommandButton Supreme_Command_PurchaseScienceUAVStrike Command = PURCHASE_SCIENCE Science = Supreme_SCIENCE_UAVStrike ButtonImage = SAFB22_3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is UnitSpecificSound = ChooseGeneralAbility End CommandButton Supreme_Command_PurchaseScienceEmergencyRepair Command = PURCHASE_SCIENCE Science = Supreme_SCIENCE_EmergencyRepair ButtonImage = SSRepairDrone ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is UnitSpecificSound = ChooseGeneralAbility End ;----------------------------------------------------- ;Special Power Shortcuts CommandSet ;----------------------------------------------------- CommandButton Supreme_Command_EmergencyRepairFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Supreme_SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Supreme_SCIENCE_EmergencyRepair TextLabel = SCIENCE:EmergencyRepair ButtonImage = SSRepairDrone ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End[/code] I'll take a break here. Take care not to accidentally duplicate CommandButton variables; i.e. some buttons may show up more than once in other commandsets. Everything you see here is calling out to the variable names created in other ini files which we have not defined yet. But it's simply reverse-coding. You'll have to define them later on. My next tutorial will cover SpecialPower.ini and Science.ini as they are easy to work with.

Posted by: Decrosse - Tuesday, August 7, 2012 10:36:41 PM
Thanks, I'll get caught up reading this now, plus have at least some mods to look at if needed

Posted by: Decrosse - Wednesday, August 22, 2012 1:01:07 AM
Question: So say I've mt units/structures all picked out for a new faction, they'll all be renamed but can temporarily use default available models (at least until 'correct' models are made/converted)... ((such as usa power plant, china airfield, gal arms dealer, mix of each factions defensive turrets (default 3 + generals'), just probably weaker damage than the default, laser turret not required so much powers) how to get that and get factions to show in game; where or what to do with ini's? (I have em on my desktop, ) ------ Also, still researching stuff for the new factions' Generals Powers... so will be awhile before then... I would like USA Barracks to have Worker, Commander Center doesn't build Dozers no more, War Factory does. Repeat for China, GLA... Command Centers likely could have access to either some other 'special' units or general promotion powers, depending on faction itself Last for now, is there a way I can tell/script/etc ranged units such as GLA's Quad trucks to not attack plane that brings in money for USA? and such, Because one game got annoying after no longer getting that extra NEEDED moneys... silly plane flying wrong spot.