Posted by: Nick.B - Thursday, December 5, 2013 11:11:23 PM
Hey I would like to know how to create a command button for a war factory that accesses more buildable units that don't have room to fit in it. I'm looking for something like an arrow button that when you click on it in a War Factory, It brings up more buildable units. Any ideas?

Posted by: CommieDog - Thursday, December 5, 2013 11:50:44 PM
Is this for Generals or Zero Hour?

Posted by: Nick.B - Friday, December 6, 2013 8:42:59 PM
It's for Zero Hour and its for a mod that I have called Remix Escalation.

Posted by: Nick.B - Saturday, December 7, 2013 12:04:49 AM
Well I figured out how to put an arrow button in Lazar Generals War Factory, but I cannot click on it to bring up the "additional commands" because it says conflicting upgrade cannot be purchased. On some of the Cyber Generals building they have that arrow button and you can click on it to access "additional commands" for the buildings and also there is another button that says back on it to go back to the main Commands for Cyber Generals War Factory for example. I don't know what I am not dong correctly. I have been experiencing with the CommandSet.ini folder for this. Here is the CommandSet.ini folder so you can see how it works for Cyber General: [quote] CommandSet Cybr_AmericaWarFactoryCommandSet_Micro 1 = Cybr_Command_ConstructAmericaTankCrusader 3 = Cybr_Command_ConstructAmericaVehicleDroneCarrierLight 5 = Cybr_Command_ConstructAmericaVehicleAvenger 7 = Cybr_Command_ConstructAmericaVehicleDroneCarrier 2 = Cybr_Command_ConstructAmericaMechSpider_Micro 4 = Cybr_Command_ConstructAmericaMechSpiderAA_Micro 6 = Cybr_Command_ConstructAmericaVehicleClusterTomahawkTank 8 = Cybr_Command_ConstructAmericaVehicleBigTom 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_UpgradeGLAWorkerFakeCommandSet 9 = Cybr_AI_Command_ConstructAmericaMechSpider_Macro 10 = Cybr_AI_Command_ConstructAmericaMechSpiderAA_Macro 12 = Cybr_AI_Command_ConstructDroneCarrierLight_AI End CommandSet Cybr_AmericaWarFactoryCommandSet_Macro 1 = Cybr_Command_ConstructUSAMechVulture 3 = Cybr_Command_ConstructAmericaMechSpider 5 = Cybr_Command_ConstructAmericaMechSpiderAA 2 = Cybr_Command_ConstructAmericaInfantrySpiderMine_Macro 4 = Cybr_Command_ConstructAmericaVehicleClusterTomahawkTank 6 = Cybr_Command_ConstructAmericaVehicleBigTom 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_UpgradeGLAWorkerFakeCommandSet 7 = Cybr_AI_Command_ConstructDroneCarrierLight_AI 8 = Cybr_AI_Command_ConstructDroneCarrierLight_AI_v2 9 = Cybr_AI_Command_ConstructDroneCarrier_AI End CommandSet Cybr_AmericaWarFactoryCommandSetDrones 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 4 = Command_ConstructAmericaVehiclePointDefenseDrone 5 = Command_ConstructAmericaVehicleStingerDrone 6 = Command_ConstructAmericaVehicleSuicideDrone 13 = Command_SetRallyPoint 14 = Command_UpgradeGLAWorkerRealCommandSet End [/quote]

Posted by: acidbrain - Saturday, December 7, 2013 6:02:51 AM
Do you have these modules in the Warfactory object code? [code=plain] Behavior = CommandSetUpgrade ModuleTag_ComSet01 CommandSet = Cybr_AmericaWarFactoryCommandSetDrones TriggeredBy = Upgrade_SwitchCommandSet RemovesUpgrades = Upgrade_SwitchBackCommandSet End Behavior = CommandSetUpgrade ModuleTag_ComSet02 CommandSet = Cybr_AmericaWarFactoryCommandSet TriggeredBy = Upgrade_SwitchBackCommandSet RemovesUpgrades = Upgrade_SwitchCommandSet Upgrade_SwitchBackCommandSet End [/code]

Posted by: Nick.B - Saturday, December 7, 2013 12:30:23 PM
I don't have it in Lazer Generals War Factory. I looked at Cyber Generals War Factory and saw a similar code of what you just posted. It is a little bit different, however. [quote] Behavior = CommandSetUpgrade ModuleTag_ComSet01 CommandSet = Cybr_AmericaWarFactoryCommandSetDrones TriggeredBy = Upgrade_SwitchCommandSet RemovesUpgrades = Upgrade_SwitchBackCommandSet End Behavior = CommandSetUpgrade ModuleTag_MiE0_2 CommandSet = Cybr_AmericaWarFactoryCommandSet_Micro TriggeredBy = Upgrade_SwitchBackCommandSet Upgrade_Nationalism RequiresAllTriggers = Yes RemovesUpgrades = Upgrade_SwitchCommandSet Upgrade_SwitchBackCommandSet End Behavior = CommandSetUpgrade ModuleTag_MaE0_2 CommandSet = Cybr_AmericaWarFactoryCommandSet_Macro TriggeredBy = Upgrade_SwitchBackCommandSet Upgrade_Fanaticism RequiresAllTriggers = Yes RemovesUpgrades = Upgrade_SwitchCommandSet Upgrade_SwitchBackCommandSet End [/quote]

Posted by: Nick.B - Saturday, December 7, 2013 1:36:24 PM
Okay acid Brain, I put in that code that you showed me just to see if that would work and after I did that I put in a new unit in Lazer Generals War Factory to be with the additional commands, but when I click on the arrow button to access the additional commands, the game crashes. Here are the changes I put in and they are all highlighted: [quote] Lazer General.ini Behavior = DestroyDie ModuleTag_22 End [h]Behavior = CommandSetUpgrade Module_TagComSet01 CommandSet = Lazr_AmericaWarFactoryCommandSetAdditionalCommands TriggeredBy = Upgrade_SwitchCommandSet RemovesUpgrades = Upgrades_SwitchBackCommandSet End Behavior = CommandSetUpgrade ModuleTag_ComSet02 CommandSet = Lazr_AmericaWarFactoryCommandSet TriggeredBy = Upgrade_SwitchBackCommandSet RemovesUpgrades = Upgrade_SwitchCommandSet Upgrade_SwitchBackCommandSet End[/h] [/quote] [quote] CommandSet.ini CommandSet Lazr_AmericaWarFactoryCommandSet 1 = Lazr_Command_ConstructAmericaVehiclePitbull 3 = Lazr_Command_ConstructAmericaVehiclePitLas 5 = Lazr_Command_ConstructAmericaVehiclePitMis 7 = Lazr_Command_ConstructAmericaVehiclePitScout 9 = Lazr_Command_ConstructAmericaVehiclePitAven 2 = Lazr_Command_ConstructAmericaVehiclePredator 4 = Lazr_Command_ConstructAmericaVehiclePredator_Part 6 = Lazr_Command_ConstructAmericaVehiclePredator_Plas 8 = Lazr_Command_ConstructAmericaVehiclePredator_Micr 10 = Lazr_Command_ConstructAmericaVehiclePredator_AA 11 = Command_UpgradeUSABuildingDefense 12 = Command_UpgradeAmericaAuxMissiles_UpgradeObject [h]14 = Command_UpgradeGLAWorkerFakeCommandSet[/h] 13 = Command_SetRallyPoint End [h]CommandSet Lazr_AmericaWarFactoryMoreCommmandSet 2 = Lazr_Command_ConstructAmericaTankPaladin 1 = Command_UpgradeGLAWorkerRealCommandSet End[/h] [/quote] [quote] CommandButton.ini [h]CommandButton Lazr_Command_ConstructAmericaTankPaladin Command = UNIT_BUILD Object = Lazr_AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End[/h] [/quote] Now in the CommandSet.ini folder, Cyber General's war factory Addional Command button and back button for the drones are labeled as this: Command_UpgradeGLAWorkerFakeCommandSet for the Additional Commands button. Command_UpgradeGLAWorkerRealCommandSet for the back button to the main commands. That is how I got those lines.

Posted by: acidbrain - Saturday, December 7, 2013 2:00:54 PM
[quote=Nick.B;129560]Okay acid Brain, I put in that code that you showed me just to see if that would work and after I did that I put in a new unit in Lazer Generals War Factory to be with the additional commands, but when I click on the arrow button to access the additional commands, the game crashes. Here are the changes I put in and they are all highlighted: [quote] Lazer General.ini Behavior = DestroyDie ModuleTag_22 End [h]Behavior = CommandSetUpgrade Module_TagComSet01 CommandSet = Lazr_AmericaWarFactory[color=red]CommandSetAdditionalCommands[/color] TriggeredBy = Upgrade_SwitchCommandSet RemovesUpgrades = Upgrades_SwitchBackCommandSet End Behavior = CommandSetUpgrade ModuleTag_ComSet02 CommandSet = Lazr_AmericaWarFactoryCommandSet TriggeredBy = Upgrade_SwitchBackCommandSet RemovesUpgrades = Upgrade_SwitchCommandSet Upgrade_SwitchBackCommandSet End[/h] [/quote] [quote] CommandSet.ini CommandSet Lazr_AmericaWarFactoryCommandSet 1 = Lazr_Command_ConstructAmericaVehiclePitbull 3 = Lazr_Command_ConstructAmericaVehiclePitLas 5 = Lazr_Command_ConstructAmericaVehiclePitMis 7 = Lazr_Command_ConstructAmericaVehiclePitScout 9 = Lazr_Command_ConstructAmericaVehiclePitAven 2 = Lazr_Command_ConstructAmericaVehiclePredator 4 = Lazr_Command_ConstructAmericaVehiclePredator_Part 6 = Lazr_Command_ConstructAmericaVehiclePredator_Plas 8 = Lazr_Command_ConstructAmericaVehiclePredator_Micr 10 = Lazr_Command_ConstructAmericaVehiclePredator_AA 11 = Command_UpgradeUSABuildingDefense 12 = Command_UpgradeAmericaAuxMissiles_UpgradeObject [h]14 = Command_UpgradeGLAWorkerFakeCommandSet[/h] 13 = Command_SetRallyPoint End [h]CommandSet Lazr_AmericaWarFactory[color=red]MoreCommmandSet[/color] 2 = Lazr_Command_ConstructAmericaTankPaladin 1 = Command_UpgradeGLAWorkerRealCommandSet End[/h] [/quote] [quote] CommandButton.ini [h]CommandButton Lazr_Command_ConstructAmericaTankPaladin Command = UNIT_BUILD Object = Lazr_AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End[/h] [/quote] Now in the CommandSet.ini folder, Cyber General's war factory Addional Command button and back button for the drones are labeled as this: Command_UpgradeGLAWorkerFakeCommandSet for the Additional Commands button. Command_UpgradeGLAWorkerRealCommandSet for the back button to the main commands. That is how I got those lines.[/quote] The names of the upgrade commandset are different.

Posted by: Nick.B - Saturday, December 7, 2013 2:12:47 PM
Okay I changed the Command Set for Lazer Generals War Factory. [quote] CommandSet Lazr_AmericaWarFactory[h]AdditionalCommands[/h]CommmandSet 2 = Lazr_Command_ConstructAmericaTankPaladin 1 = Command_UpgradeGLAWorkerRealCommandSet End [/quote] The game still crashes though anyway.

Posted by: acidbrain - Saturday, December 7, 2013 5:15:41 PM
Go to 'Documents and Settings\Command and Conquer Generals Zero Hour Data' and copy paste the data that is in the 'ReleaseCrashInfo' file in here.

Posted by: Nick.B - Sunday, December 8, 2013 12:22:32 AM
Okay here is the ReleaseCrashInfofile from note pad: [quote] Release Crash at Sat Dec 07 13:10:40 2013 ; Reason Uncaught Exception in GameEngine::update Last error: Current stack: [/quote]

Posted by: acidbrain - Sunday, December 8, 2013 4:42:02 AM
[h] Behavior = CommandSetUpgrade Module_TagComSet01 CommandSet = Lazr_AmericaWarFactory[color=red]CommandSetAdditionalCommands[/color] TriggeredBy = Upgrade_SwitchCommandSet RemovesUpgrades = Upgrades_SwitchBackCommandSet End [/h] [h] CommandSet Lazr_AmericaWarFactory[color=red]AdditionalCommandsCommmandSet[/color] 2 = Lazr_Command_ConstructAmericaTankPaladin 1 = Command_UpgradeGLAWorkerRealCommandSet End [/h] The commandset names are still different, just copy/paste the name to the commandset.

Posted by: Nick.B - Sunday, December 8, 2013 9:08:18 AM
Okay I copied and pasted the commandset names and made them the same, but the game still crashes after I click the Additional Commands button in Laser Generals War Factory. I even switched them around the other way, but it still did the same thing. Here is the reliefcrashinfo from the Zero Hour data folder in my documents: [quote] Release Crash at Sun Dec 08 08:03:48 2013 ; Reason Uncaught Exception in GameEngine::update Last error: Current stack: [/quote] As you can see, it still has the same error.

Posted by: acidbrain - Sunday, December 8, 2013 9:28:29 AM
Hmm, can you post the Warfactory object code from begin to end?

Posted by: Nick.B - Monday, December 9, 2013 12:53:48 AM
Yeah sure here it is: [quote] ;------------------------------------------------------------------------------ Object Lazr_AmericaWarFactory ConditionState = WEAPONSET_PLAYER_UPGRADE ShowSubObject = POD End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:WarFactory Side = AmericaLaserGeneral EditorSorting = STRUCTURE Prerequisites End BuildCost = 1 BuildTime = 1 ExperienceValue = 75 75 75 75 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games EnergyProduction = 1 CommandSet = Lazr_AmericaWarFactoryCommandSet VisionRange = 200 ShroudClearingRange = 200 WeaponSet Conditions = none Weapon = PRIMARY none End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY AvengerPointDefenseLaserOne End Behavior = WeaponSetUpgrade ModuleTag_Weapon TriggeredBy = Upgrade_USABuildingDefense End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** VoiceSelect = WarFactoryUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE IMMUNE_TO_CAPTURE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT Body = StructureBody ModuleTag_09 MaxHealth = 2000.0 InitialHealth = 2000.0 SubdualDamageCap = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = GrantUpgradeCreate ModuleTag_0999 UpgradeToGrant = Upgrade_AmericaAdvancedControlRods ExemptStatus = UNDER_CONSTRUCTION End Behavior = GrantScienceUpgrade ModuleTag_Science0111 GrantScience = SCIENCE_WarFactory TriggeredBy = Upgrade_AmericaAdvancedControlRods End Behavior = ProductionUpdate ModuleTag_10 NumDoorAnimations = 1 DoorOpeningTime = 3250 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 4000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: -10.0 Y:-30.0 Z:0.0 NaturalRallyPoint = X: 53.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 TimeForFullHeal = 5000 ;(in milliseconds) NumberApproachPositions = 5 End Behavior = BaseRegenerateUpdate ModuleTag_13 End Behavior = TransitionDamageFX ModuleTag_15 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;------------------------------------------------------------------------------ --------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = CreateObjectDie ModuleTag_16 CreationList = Lazr_OCL_AmericanRangerDebris05 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FlammableUpdate ModuleTag_18 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_20 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_21 DeathFX = FX_StructureMediumDeath End Behavior = DestroyDie ModuleTag_22 End Behavior = CommandSetUpgrade Module_TagComSet01 CommandSet = Lazr_AmericaWarFactoryCommmandSetAdditionalCommandsCommmandSet TriggeredBy = Upgrade_SwitchCommandSet RemovesUpgrades = Upgrades_SwitchBackCommandSet End Behavior = CommandSetUpgrade ModuleTag_ComSet02 CommandSet = Lazr_AmericaWarFactoryCommandSet TriggeredBy = Upgrade_SwitchBackCommandSet RemovesUpgrades = Upgrade_SwitchCommandSet Upgrade_SwitchBackCommandSet End Behavior = AIUpdateInterface ModuleTag_AI Turret TurretTurnRate = 540 RecenterTime = 1000 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Geometry = BOX GeometryMajorRadius = 53.0 GeometryMinorRadius = 60.0 GeometryHeight = 40.0 GeometryIsSmall = No FactoryExitWidth = 25 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End [/quote] I had to cut the code down some so I could fit it on here.

Posted by: acidbrain - Monday, December 9, 2013 1:38:22 PM
[code] MaxSimultaneousOfType = DeterminedBySuperweaponRestriction [/code] Warfactory is not a superweapon, make it a number. Well, just make a copy of the Lazr_AmericaWarFactory code and add your commandsetswitch modules to it, give the copy a new name Lazr_AmericaWarFactory2 or something and test. Forget about the weapon and first test if the switch works, if you got that working you can add more stuff. I would have to take a look in your mod files to determine the problem so it would be helpfull if you can upload it somewhere. Is the warfactory the only thing you modded sofar?

Posted by: Nick.B - Monday, December 9, 2013 2:36:59 PM
Well I had changed a lot of how the generals work because when I got it, I did not like the prerequisites on all of the buildings because they required certain upgrades or special powers to access all of the generals buildings, vehicles, infantry, and upgrades and you could not access all of them. Plus I did not like that you could not build buildings from another generals captured dozer because you could only play that general to build his buildings. [unamused] I wanted it to be like regular zero hour so I would not have to deal with that. I must warn you that this mod came with a lot of errors and bugs because it was unfinished when it was released. The mod files are attached. I will go ahead and make a copy of laser generals war factory and see what I get from it. By the way I can't get the files I want to upload on here. They are to big to fit in or the file types I have are not accepted. Oh and I also tried to upload it through a zip file but an error came up saying uploading was denied.

Posted by: Nick.B - Monday, December 9, 2013 2:57:47 PM
Okay I copied the lasers war factory and I changed the name to Lazr_AmericaWarFactory2, but now the game crashes at start up. Here is what the error says in the releasecrashinfo in my documents: [quote] Release Crash at Mon Dec 09 13:52:11 2013 ; Reason Error parsing INI file 'Data\INI\Object\LaserGeneral.ini' (Line: 'Object Lazr_AmericaWarFactory2 ') Last error: Current stack: [/quote]

Posted by: acidbrain - Monday, December 9, 2013 4:34:12 PM
Well, i think it's best if you find a place to upload your stuff, it takes ages to find it out like we do now, maybe the warfactory isnt the problem but something else in the mod is.

Posted by: Nick.B - Tuesday, December 10, 2013 12:38:07 AM
Okay I will try to upload the files again.

Posted by: Nick.B - Tuesday, December 10, 2013 12:43:36 AM
Okay well since this website denies all of my uploads, could send the mod folders to you by email or something acidbrain?

Posted by: Annihilationzh - Tuesday, December 10, 2013 11:07:39 AM
Did you put it in a Zip file before you uploaded?

Posted by: acidbrain - Tuesday, December 10, 2013 12:10:28 PM
You can upload your stuff [url=http://www.4shared.com/]Here[/url], make an account and there ya go. The max filesize for 1 file is 2048MB, enough i think. And dont forget to zip it like Annihilationzh said.

Posted by: Nick.B - Tuesday, December 10, 2013 2:02:55 PM
Yes I did put them in a zip file before I tried uploading them. Here is the link: [url=http://www.4shared.com/zip/Yxygm5Iu/INI.html]Remix INI Folder[/url]

Posted by: acidbrain - Tuesday, December 10, 2013 3:45:53 PM
Ok, here we go... First of all delete 'Object Lazr_AmericaWarFactory2', now delete modules 'Behavior = CommandSetUpgrade Module_TagComSet01' and 'Behavior = CommandSetUpgrade ModuleTag_ComSet02' in 'Object Lazr_AmericaWarFactory' and copy/paste the following code on that place [code=plain] Behavior = CommandSetUpgrade ModuleTag_ComSet01 CommandSet = Lazr_AmericaWarFactoryCommmandSetAdditionalCommands TriggeredBy = Upgrade_SwitchCommandSet RemovesUpgrades = Upgrade_SwitchBackCommandSet End Behavior = CommandSetUpgrade ModuleTag_ComSet02 CommandSet = Lazr_AmericaWarFactoryCommandSet TriggeredBy = Upgrade_SwitchBackCommandSet RemovesUpgrades = Upgrade_SwitchCommandSet Upgrade_SwitchBackCommandSet End [/code] Test it and see what happens. Oh btw, Ctrl+f is your best friend with coding.

Posted by: acidbrain - Tuesday, December 10, 2013 4:10:37 PM
The fun part of all this is that you dont need 'Tag' in 'Behavior = CommandSetUpgrade Module[color=red]Tag[/color]_ComSet01' I tested the code in game and accidently had 'Behavior = CommandSetUpgrade Module_[color=red]Tag[/color]ComSet01' in the mod, found out about it later and thought wtf.[stuck_out_tongue] Tested it with several other modules and you just dont need 'Tag', only 'Module' is enough..:P Dont know if anybody knows this stuff, really funny.[grin] So for instance [code=plain] Behavior = CreateObjectDie Module_16 CreationList = AirF_OCL_AmericanRangerDebris05 ExemptStatus = UNDER_CONSTRUCTION End Behavior = DestroyDie Module_22 ;nothing End [/code] works like a charm *edit* It also works in map.ini but only with 'AddModule' you cant use it with 'ReplaceModule' because 'ModuleTag' is in the original code.

Posted by: Nick.B - Tuesday, December 10, 2013 5:00:57 PM
It finally worked!!! [grin] Thanks for your help![smile]

Posted by: CommieDog - Wednesday, December 11, 2013 10:32:13 AM
[quote=acidbrain;129595]The fun part of all this is that you dont need 'Tag' in 'Behavior = CommandSetUpgrade Module[color=red]Tag[/color]_ComSet01' I tested the code in game and accidently had 'Behavior = CommandSetUpgrade Module_[color=red]Tag[/color]ComSet01' in the mod, found out about it later and thought wtf.[stuck_out_tongue] Tested it with several other modules and you just dont need 'Tag', only 'Module' is enough..:P Dont know if anybody knows this stuff, really funny.[grin][/quote] Actually, anything will work for the module name, even something like "fgsfds". Just make sure that every module has a unique name.

Posted by: Annihilationzh - Wednesday, December 11, 2013 12:27:03 PM
I'm surprised this isn't more common knowledge. I typically name module tags after the module. I use stuff like ModuleStealth, ModuleDieByFire, ModuleExtraHealth, etc all the time. It works wonders for keeping them unique.

Posted by: acidbrain - Wednesday, December 11, 2013 1:03:01 PM
[quote=Annihilationzh;129614]I'm surprised this isn't more common knowledge. I typically name module tags after the module. I use stuff like ModuleStealth, ModuleDieByFire, ModuleExtraHealth, etc all the time. It works wonders for keeping them unique.[/quote] Well im coding vanilla generals and zh for quite some time now and i didnt know about it, just ran into by accident while helping Nick.B. Never saw it in a mod either, or missed the one that had it..:P