Posted by: Gameanater - Wednesday, June 5, 2013 6:02:39 PM
Just a quick question, how do you change an object's speed and size? I only know how to change the health.
Posted by: Annihilationzh - Thursday, June 6, 2013 6:03:22 AM
Speed is locomotor.
For Size, add this to a unit:
[code]Scale = 1[/code]
Posted by: Gameanater - Thursday, June 6, 2013 7:40:08 PM
[quote=Annihilationzh;128401]Speed is locomotor.[/quote]
Still having trouble with changing locomotors, but thank you! [smile]
[quote=Annihilationzh;128401]For Size, add this to a unit:
[code]Scale = 1[/code][/quote]
Thanks [grin] , does the "1" mean the unit looks normal size? Also, can I use negative numbers with scales?
Posted by: Gameanater - Thursday, June 6, 2013 7:59:43 PM
Um, problem. The scale change crashes the game when I load the map. :banghead:
[code=cpp]
Object GLAInfantryTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 1100
InitialHealth = 1100
Scale = 3
End
End
End
End
[/code]
Posted by: precision_bomber - Friday, June 7, 2013 1:19:07 AM
Too many 'End's.
Posted by: CommieDog - Friday, June 7, 2013 1:40:18 AM
[quote=Gameanater;128408][quote=Annihilationzh;128401]For Size, add this to a unit:
[code]Scale = 1[/code][/quote]
Thanks [grin] , does the "1" mean the unit looks normal size? Also, can I use negative numbers with scales?[/quote]
Negative numbers don't make sense with the Scale parameter. If you want to shrink something, use fractional numbers.
Posted by: Annihilationzh - Friday, June 7, 2013 8:51:44 AM
...
[code=java]Object GLAInfantryTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 1100
InitialHealth = 1100
End
End
Scale = 3
End[/code]
Posted by: Gameanater - Friday, June 7, 2013 7:50:23 PM
Thank you, AZH. The Terrorist ended up filling the entire screen because it was so huge! But I'm having yet another problem with changing locomotors... [angry] More "fatal error"s... What am I doing wrong?
[code=java];=================Giant zombies affected by toxins and radation============================
Object Demo_GLAInfantryTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 3000
InitialHealth = 3000
End
End
Scale = 2
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = BasicAmphibiousLocomotor
End
End
;===================Shrunken, fast zombies with lower health========================================
Object CINE_CheeringTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 150
InitialHealth = 150
End
End
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = AmericaVehicleHumveeLocomotor
End
End
[/code]
Posted by: Annihilationzh - Saturday, June 8, 2013 7:20:33 AM
Too many Ends. With spaces, you can see what every End does.
[code=java];=================Giant zombies affected by toxins and radation============================
Object Demo_GLAInfantryTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 3000
InitialHealth = 3000
End
End
Scale = 2
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = BasicAmphibiousLocomotor
End
;===================Shrunken, fast zombies with lower health========================================
Object CINE_CheeringTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 150
InitialHealth = 150
End
End
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = AmericaVehicleHumveeLocomotor
End[/code]
Posted by: Gameanater - Saturday, June 8, 2013 11:18:47 AM
It's still crashing with a "fatal error"...
[code=java]
;=================Giant zombies affected by toxins and radiation============================
Object Demo_GLAInfantryTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 3000
InitialHealth = 3000
End
End
Scale = 2
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = BasicAmphibiousLocomotor
End
;===================Shrunken, fast zombies with lower health========================================
Object CINE_CheeringTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 150
InitialHealth = 150
End
End
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = AmericaVehicleHumveeLocomotor
End
[/code]
Posted by: Annihilationzh - Saturday, June 8, 2013 1:18:33 PM
No SET_NORMAL in the Locomotors. It was so subtle, it took me ages to spot it. Looks like it began in another topic. There's also no such thing as AmericaVehicleHumveeLocomotor.
[code=java];=================Giant zombies affected by toxins and radiation============================
Object Demo_GLAInfantryTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 3000
InitialHealth = 3000
End
End
Scale = 2
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = SET_NORMAL BasicAmphibiousLocomotor
End
;===================Shrunken, fast zombies with lower health========================================
Object CINE_CheeringTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 150
InitialHealth = 150
End
End
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = SET_NORMAL HumveeLocomotor
End[/code]
Posted by: Gameanater - Saturday, June 8, 2013 2:16:11 PM
[quote=Annihilationzh;128435]No SET_NORMAL in the Locomotors. It was so subtle, it took me ages to spot it. Looks like it began in another topic. There's also no such thing as AmericaVehicleHumveeLocomotor.
[code=java];=================Giant zombies affected by toxins and radiation============================
Object Demo_GLAInfantryTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 3000
InitialHealth = 3000
End
End
Scale = 2
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = SET_NORMAL BasicAmphibiousLocomotor
End
;===================Shrunken, fast zombies with lower health========================================
Object CINE_CheeringTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 150
InitialHealth = 150
End
End
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = SET_NORMAL HumveeLocomotor
End[/code][/quote]
IT WORKS!!! IT WORKS!!!!! YESSS!!!! YEEEESSSS!!!!!!! [grin] [grinning] [grinning] [grinning]
THANK YOU!!![grinning]
lol, thank you AZH.
Posted by: King Raptor - Friday, July 1, 2016 1:18:43 PM
[quote=Annihilationzh;128401]Speed is locomotor.
For Size, add this to a unit:
[code]Scale = 1[/code][/quote]
Hi, I got Final.big already and I know how to edit unit prices, health and power, but where do you exactly make this "Scale"? Can you help me also to edit unit colour? (Like superwgen Alpha auroras, they are all black). I would like to have a 'super emperor tank' using the black colour and firing like a beast. I need to make it 1.5 or 2.0 times bigger than original overlord. Please help me. Thanks.
Posted by: Zatsupachi - Friday, July 1, 2016 4:59:24 PM
You can put scale anywhere in your object code. But conventionally, you put it along your Geometry lines.
The SW's black Aurora bomber is an unused model. So you'd need a custom overlord model if you want it black.
Posted by: King Raptor - Monday, July 4, 2016 2:57:04 PM
[quote=Zatsupachi;140498]You can put scale anywhere in your object code. But conventionally, you put it along your Geometry lines.
The SW's black Aurora bomber is an unused model. So you'd need a custom overlord model if you want it black.[/quote]
Thanks, got it work! [sunglasses]
Posted by: AdrianeMapMaker - Thursday, July 14, 2016 9:41:04 PM
did this map.ini can be used in cnc:generals original i will test it look like its good having those big giant zombie in super-g's zombie liberty map.
Posted by: AdrianeMapMaker - Saturday, July 16, 2016 12:09:24 AM
look like its a good to experiment lets try this
Posted by: AdrianeMapMaker - Saturday, December 3, 2016 2:49:12 AM
hohoho look what i did what da .... [grin]
[img]https://s6.postimg.org/wkpz8zjdd/colonel_burton_at_large.png[/img]
Posted by: zero hour mad map maker - Saturday, December 3, 2016 12:01:03 PM
Hey, i was just wondering if someone could help me out im very confused on how to change units size, im still kinda new to this, ive figured out how to change speed,damage, health, etc. But im still confused on the size thing. please help!
Thank you very much for your time!
Posted by: AdrianeMapMaker - Thursday, April 2, 2020 8:43:52 AM
read on what on the discussion ---
just add this into to your code:
Scale = 1
Posted by: sub4gman - Thursday, April 9, 2020 6:45:01 AM
[quote=adrianemapmaker;149540]read on what on the discussion ---
just add this into to your code:
Scale = 1
[/quote]
If I change the size of a tank, will the tank's gun shell and tank's wheel trail change too?
Posted by: AdrianeMapMaker - Thursday, April 9, 2020 8:48:40 AM
> If I change the size of a tank, will the tank's gun shell --
no tank gun shell is a separate object , find it and change its code and apply scale code on it.
> tank's wheel trail change too?
hmm idk .
anyways scale code is buggy , if the original size is too small and you resized it too big with scale code there will be visual bugs like unit resizing after you snap the camera on it.