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.