Posted by: UTD^Force - Thursday, January 23, 2014 12:20:32 PM
First of all click on the "place object" Tool and place "TrainEngineAlpine" place it and name it "Train 1". Then, Place any train car you want and name it Ex:You want to place a Rocket place it and name it "Train 1 Rocket 1" or you want to place a flat place it and name it "Train 1 Flat 1". After that, Place object "TrainCar04" its the only one that you can garrison your units inside, And name it "Train 1 Passengers 1" for the second car name it "Train 1 Passengers 2" and like that. Now go to scripts--->Unit--->Set which side of a container.... and choose which side your units will exit, and we are done. Note:This Won't Work If The Train Is OutSide Of The "Active Border". If you have any question(s) feel free to ask me :)

Posted by: zero hour mad map maker - Thursday, January 23, 2014 9:11:30 PM
[quote=UTD^Force;130136]First of all click on the "place object" Tool and place "TrainEngineAlpine" place it and name it "Train 1". Then, Place any train car you want and name it Ex:You want to place a Rocket place it and name it "Train 1 Rocket 1" or you want to place a flat place it and name it "Train 1 Flat 1 ". After that, Place object "TrainCar04" its the only one that you can garrison your units inside, And name it "Train 1 Passengers 1" for the second car name it "Train 1 Passengers 2 " and like that. Now go to scripts--->Unit--->Set which side of a container.... and choose which side your units will exit, and we are done. Note:This Won't Work If The Train Is OutSide Of The "Active Border". If you have any question(s) feel free to ask me :)[/quote] So how do you get the train to move without causing the game to crash :( it's always been a problem with me.

Posted by: UTD^Force - Friday, January 24, 2014 3:44:16 PM
To make a train move make a waypoint path and put a train on the waypoint path. Done for more info visit [url=http://cnclabs.com/maps/generals/worldbuilder/tutorials/adding-a-train-to-a-map.aspx]This[/url]

Posted by: UTD^Force - Friday, January 24, 2014 3:53:50 PM
[quote=UTD^Force;130136]First of all click on the "place object" Tool and place "TrainEngineAlpine" place it and name it "Train 1". Then, Place any train car you want and name it Ex:You want to place a Rocket place it and name it "Train 1 Rocket 1" or you want to place a flat place it and name it "Train 1 Flat 1 ". After that, Place object "TrainCar04" its the only one that you can garrison your units inside, And name it "Train 1 Passengers 1" for the second car name it "Train 1 Passengers 2 " and like that. Now go to scripts--->Unit--->Set which side of a container.... and choose which side your units will exit, and we are done. Note:This Won't Work If The Train Is OutSide Of The "Active Border". If you have any question(s) feel free to ask me :)[/quote] of course ,you can place any train car and name it like i explained to you up there And its really better to place a flat before the rocket. But "TrainCar04" is the only car garrisonable.!!!

Posted by: menard - Friday, August 29, 2014 6:43:19 PM
how to make a two trainenginealpine run in seperated railroads?And i don't know how to use the script of the train to transport units.Thanks in advance...

Posted by: UTD^Force - Friday, August 29, 2014 8:27:35 PM
[quote=menard;133491]how to make a two trainenginealpine run in seperated railroads?And i don't know how to use the script of the train to transport units.Thanks in advance...[/quote] Make two waypoint paths, don't name any of the waypoint paths, place each engine on its waypoint path. Here is the script, Edit drop down menu> Scripts> PlyrCivillian> New Script> Actions if true> Edit> Unit> Set which side of a container (likely a train) you want the riders to exit on.[334].

Posted by: menard - Monday, September 1, 2014 2:40:06 AM
i try like what you said the 2 trains running but the train1 fall into the bridge after i delete the Railroad1Tunnel.Is there any tutorial for creating new script without importing the skirmish script?Im must confused how the game engine detect the behavior of easy medium and Hard script?

Posted by: UTD^Force - Monday, September 1, 2014 1:04:28 PM
[quote=menard;133543]i try like what you said the 2 trains running but the train1 fall into the bridge after i delete the Railroad1Tunnel.Is there any tutorial for creating new script without importing the skirmish script?Im must confused how the game engine detect the behavior of easy medium and Hard script? [/quote] I don't understand the first part. The hard,easy and medium are in the script properties on the left of evaluate script every second or frame, Easy, Normal and hard or brutal.

Posted by: menard - Tuesday, September 2, 2014 2:55:03 AM
thanks now i know you show me how game engine detect the script when the localplayer playing easy hard and brutal. okay i fix the problem i just rename the waypoint of my TrainEngineAlpine again to Railroad1Tunnel at the entrance of the tunnel and Railroad2Tunnel for bridge entrance.Then i just replace the 2nd TrainEngineAlpine to TrainEngineVerySlow and put on the second railroad with waypoint.Now the two trains worked perfectly to different railroads.Now my next problem is i just want to launch baikonur missile with animation when the script is execute like the neutronmissile of china.Then i want skirmish player america build a multi superweapon after successfully build ParticleCannonUplink.

Posted by: UTD^Force - Tuesday, September 2, 2014 8:19:04 AM
[quote=menard;133576]thanks now i know you show me how game engine detect the script when the localplayer playing easy hard and brutal. okay i fix the problem i just rename the waypoint of my TrainEngineAlpine again to Railroad1Tunnel at the entrance of the tunnel and Railroad2Tunnel for bridge entrance.Then i just replace the 2nd TrainEngineAlpine to TrainEngineVerySlow and put on the second railroad with waypoint.Now the two trains worked perfectly to different railroads.Now my next problem is i just want to launch baikonur missile with animation when the script is execute like the neutronmissile of china.Then i want skirmish player america build a multi superweapon after successfully build ParticleCannonUplink.[/quote] The first problem, you should place a structure in civillian> structure> Baiknour missile or something like that, place that object name it, e.g. Jack, or anything you want, jack is what EA used I think. Anyway, go to scripts> actions if true> Unit> CommandButton> Unit use command button ability, or something close to that, choose launch baiknour missile, for the detonation use another script but, with unit, commandbutton, unit uses command button ability on (an object/ a waypoint). Done. I might have mistakes in spelling "Baiknour". Or a missing/new word in the scripts, sorry I'm using the phone now. Can you rephrase the other thing you need?

Posted by: menard - Wednesday, September 3, 2014 1:03:41 AM
here is my map sir try to check the script of skirmish america USA Base Building Build second particle cannon uplink the problem is the script is not working.Then the Baikonur RocketLaunchPad dont start animate when he fired baikonur missile.This map is for CNC Generals Regular. [ATTACH]1539[/Attach]

Posted by: UTD^Force - Wednesday, September 3, 2014 7:59:19 AM
I'll check it out in a few hours, the problem is I have school so I study (duh). 1 hour on PC a day, 14:59:59:999 Hours a day on phone...

Posted by: UTD^Force - Wednesday, September 3, 2014 11:08:55 AM
Ok, you have made a good map. The problem is that you made this script: [quote]*** IF *** Everything belonging to Player 'SkirmishAmerica' has been destroyed. *** THEN *** Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_1_Start'. Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_2_Start'. Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_3_Start'. Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_4_Start'. [/quote] And that is wrong, the right way is this: [quote]*** IF *** Everything belonging to Player 'SkirmishAmerica' has been destroyed. *** THEN *** Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket'. Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_1_Start'. Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_2_Start'. Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_3_Start'. Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_4_Start'.[/quote] [b][u]-Be extremely careful that you add a skirmish USA player while playing or the script(s) won't work![/u][/b] You can make better maps if you use the ZH WorldBuilder.

Posted by: menard - Friday, September 5, 2014 4:15:36 PM
alright sir the target successfully destroyed but i cant see the baikonur missiles fly while launching.am sorry sir i cant use the zero hour wordbuilder its not working in my cnc generals regular maybe it needs to install the expansion pack zerohour installer.

Posted by: UTD^Force - Friday, September 5, 2014 5:57:07 PM
Did you use this: [quote]]Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket'. [/quote] or this: [quote]Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_1_Start'.[/quote] ????? If you used the second one it's not gonna work, the first one will make it work. I've tested it on the regular/vanilla/normal generals and the rocket was using the animation (being launched) as it suppose to be launched. And did you add a skirmish USA Army?? (not human)?

Posted by: UTD^Force - Friday, September 5, 2014 6:02:42 PM
I've fixed it for you. I'll upload it in a few minutes just adding a few sounds.

Posted by: UTD^Force - Friday, September 5, 2014 6:15:21 PM
Here, I'm uploading it. Might take a few minutes. And I've added this " --- New" near the new scripts that I've made. Edit: For somereason I couldn't upload it from the phone, sorry you will have to wait 'til tomorrow to upload it from the PC.

Posted by: menard - Saturday, September 6, 2014 12:02:46 AM
now its okay it works fine i forgot to add the first one that you told.Now the problem is how to reload again or fill missile the empty BaikonurRocketPad after he Launch the first missile.

Posted by: UTD^Force - Saturday, September 6, 2014 8:02:55 AM
[quote=menard;133651]now its okay it works fine i forgot to add the first one that you told.Now the problem is how to reload again or fill missile the empty BaikonurRocketPad after he Launch the first missile.[/quote] Give me an hour. I'll check it out, and give you 2 scripts to make the sound sound more real, if you got that sentence...

Posted by: UTD^Force - Saturday, September 6, 2014 8:13:48 AM
payback [quote]*** IF *** Everything belonging to Player 'SkirmishAmerica' has been destroyed. *** THEN *** Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket'. Play Sound 'Cin_BaikonurRocketAmbientLoop'. Play Sound 'Cin_ScudStormLaunchAlertLoop'. Set timer 'Detonate the bombs' to expire in 10.00 seconds. Set timer 'Initiate' to expire in 1.50 seconds. Set timer 'stop sounds' to expire in 7.54 seconds. [/quote] Stop sounds [quote]*** IF *** Timer 'stop sounds' has expired. *** THEN *** Sound 'Cin_BaikonurRocketAmbientLoop' is removed. Sound 'Cin_ScudStormLaunchAlertLoop' is removed.[/quote] Initiate [quote]*** IF *** Timer 'Initiate' has expired. *** THEN *** Play Sound 'ScudStormInitiated'.[/quote] Detonate [quote]*** IF *** Timer 'Detonate the bombs' has expired. *** THEN *** Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_1_Start'. Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_2_Start'. Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_3_Start'. Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_4_Start'. All sound events play at normal volume. [/quote] To make it reload, you can try to remove the unit and then you can spawn another one in the same place.

Posted by: menard - Tuesday, September 9, 2014 9:09:17 PM
wow it make the rocket launch realistic because of that sound.Well now i made to add command button to that unit superspecial using script so i can manually push the button when it ready to launch but it seems not been working the game engine got some unknown error how can i fix this?And i add new unit name advancedozer with capability to build BaikunurRocketpad using map.ini but the game engine gives an error again.

Posted by: UTD^Force - Wednesday, September 10, 2014 2:58:59 PM
I'm on phone, so you might need to wait 'til tomorrow. Ask your questions in the modding section, start a new topic there. About making the baikonur rocket to be built by a dozer, I don't think that the structure has an animation when being built or a construction zone fence. EDIT: By questions, I mean map.ini questions, the command button and for the dozer to build a Baikonur Rocket.

Posted by: menard - Thursday, September 11, 2014 10:00:07 PM
okay i just leave and cancel that problem.Now im going to build a police and the problem is how can i use the script [Mutimedia] Play a sound as though coming from a specific unit. What should i put in the String:??? plays as though coming from Unit 'PoliceCar1' ?

Posted by: UTD^Force - Friday, September 12, 2014 4:11:49 AM
[quote=menard;133708]okay i just leave and cancel that problem.Now im going to build a police and the problem is how can i use the script [Mutimedia] Play a sound as though coming from a specific unit. What should i put in the String:??? plays as though coming from Unit 'PoliceCar1' ?[/quote] I'm not sure, I think you should copy the name of the police car's ambient loop, and paste it in the place of "???". I'll look it up today if I can.

Posted by: UTD^Force - Sunday, September 14, 2014 2:02:48 PM
I've just tested it, you have to copy the sound effect's name(that you want to come from a unit) and paste it in the place of "???". Example: [code=plain]*** IF *** True. *** THEN *** String: 'A10ThunderboltAmbientLoop' plays as though coming from Unit 'A10'. [/code] If you haven't got it yet, explanation: [quote]*** IF *** True. *** THEN *** String: 'Name of sound' plays as though coming from Unit 'Name of unit'.[/quote]

Posted by: menard - Tuesday, September 16, 2014 3:55:55 AM
fantastic now the policecar have a sound.Here sir take a look i had made some few bugs in map.ini the weapon RaptorJetLaserGuidedMissileWeapon wont change their attributes like clipsize and primarydamage when game start. [ATTACH]1552[/Attach]

Posted by: UTD^Force - Tuesday, September 16, 2014 8:36:12 AM
[quote=menard;133758]fantastic now the policecar have a sound.Here sir take a look i had made some few bugs in map.ini the weapon RaptorJetLaserGuidedMissileWeapon wont change their attributes like clipsize and primarydamage when game start.[/quote] That usually happens with me, I'll try to figure it out in a few [i][b]days[/b][/i]. I'm currently really really busy, but if I discover it earlier I'm going to post it here.

Posted by: menard - Thursday, September 25, 2014 12:38:51 PM
i solve the map.ini i just rename the raptormissile into different name then i put two command button in jetraptor but the problem is the button image is randomly change into different image. But its okay its only image the important is the button is working fine.Now is why ai or skirmish player build only one superweapon.I experiment and i added new script to make another scudstorm after he created one scudstorm in skirmishgla folder but the problem is skirmishgla player cant launch scrudstorm even its ready to fire.

Posted by: UTD^Force - Thursday, September 25, 2014 12:56:11 PM
I haven't used vanilla general's world builder since..... since I knew how to make a timer!! (3 years ago). But, I think you need to make two scripts to make the AI launch the superweapon (I don't really remember if the AI could use it as I didn't play skirmish in the vanilla generals more than 5-10 times). [quote]Launch SuperWeapon Script 01 *** IF *** Player '' is ready to fire Special power 'SuperweaponScudStorm'. *** THEN *** Player '' fire Special power 'SuperweaponScudStorm' Enable Script 'Launch SuperWeapon Script 02'. [/quote] [quote]Launch SuperWeapon Script 02 *** IF *** Player '' is ready to fire Special power 'SuperweaponScudStorm'. *** THEN *** Player '' fire Special power 'SuperweaponScudStorm' Enable Script 'Launch SuperWeapon Script 01'.[/quote] The special power scripts are in the [Skirmish] folder, If that doesn't fix it. You can always upload the map so we can try to fix it...

Posted by: menard - Thursday, September 25, 2014 11:36:37 PM
it doesn't fix the problem sir even i add a new script in skimishGLA folder superweapon and buildbase building folder.Here i upload i hope you can fix it. [ATTACH]1561[/Attach]

Posted by: UTD^Force - Saturday, September 27, 2014 12:46:56 AM
[quote=menard;133884]it doesn't fix the problem sir even i add a new script in skimishGLA folder superweapon and buildbase building folder.Here i upload i hope you can fix it.[/quote] I tested it yesterday, tried once. But the AI builds the two scud storms, when one is ready its timer stays on 0:00 and keeps flashing while the sound ScudStormInitiated is running on a loop! I will give it another go today.

Posted by: menard - Monday, September 29, 2014 5:10:44 AM
have you tried it again sir how about the map.ini is there any solution for the raptor button image?

Posted by: UTD^Force - Monday, September 29, 2014 8:30:45 AM
[quote=menard;133908]have you tried it again sir how about the map.ini is there any solution for the raptor button image?[/quote] Can you upload the map.ini file?

Posted by: menard - Wednesday, October 8, 2014 8:00:26 AM
Okay sir i created a newmap i just extend it now i have a problem for the script exit structure the ranger wont exit after he enter the Captains Building.Just check out my script in FindtheCaptain in Civilian folder.Thanks in advance.And i forgot it the map.ini that you asking for lately is added in this zip file. [ATTACH]1562[/Attach]

Posted by: UTD^Force - Wednesday, October 8, 2014 4:28:39 PM
Fixed. Script: FindCaptain [quote] *** IF *** 'AmericaInfantryRanger' has been built by Player '' *AND* Player '' has entered building named Unit 'CaptainsOffice' *** THEN *** Set timer 'EmptyTheBuilding' to expire in 0.10 seconds. [/quote] Script: FindCaptainC [quote] *** IF *** Timer 'EmptyTheBuilding' has expired. *** THEN *** Spawn Unit 'CaptainBarbel' of type 'AmericaInfantryOfficer' on team Team 'teamplayer0' at position ((1400.00,4400.00,0.00)), rotated 0.00 degrees . Play Sound 'ColonelBurtonVoiceGarrison'. Unit 'CaptainBarbel' EXACTLY follows waypoints, beginning at Waypoint Path 'CaptainsPath' Unit 'CaptainsOffice' empties. Enable Script 'StartFlashing'. [/quote]

Posted by: menard - Thursday, October 9, 2014 6:07:04 AM
Thanks sir it works great now my next move is to learn modding and texturing units

Posted by: UTD^Force - Thursday, October 9, 2014 6:12:52 AM
[quote=menard;133979]Thanks sir it works great now my next move is to learn modding and texturing units[/quote] Texturing? Do you mean modelling tanks and skining them? And if you need help with INIs, I can help. I was taught by the best guys here on cnclabs :)

Posted by: menard - Thursday, October 9, 2014 6:19:56 AM
yeah i hope you could help me i had a tools for creating 3d

Posted by: UTD^Force - Thursday, October 9, 2014 6:22:54 AM
[quote=menard;133981]yeah i hope you could help me i had a tools for creating 3d[/quote] You have all the tools? RenX Gmax W3D Importer And this is needed too: csfeditor.exe

Posted by: menard - Thursday, October 9, 2014 6:53:56 PM
i have it all but i dont know how to use it haha

Posted by: UTD^Force - Saturday, October 11, 2014 2:56:17 PM
Can you tell me what should the battleship's new weapon that you made do?

Posted by: menard - Sunday, October 12, 2014 4:45:49 AM
its an anti aircraft sir.