Posted by: Reignscythe - Sunday, April 13, 2014 10:33:45 PM
Hey guys can you help/teach me to...
-create a portrait for my general, or atleast teach me how to display it in the game,
-make it playable in Challenge, without replacing any general..
-make a unit list or something that will show up like this in the game:
(Subfaction) Building
(Golden) War Factory
(Nuke) Battlemaster with Autoloader upgrade from Tank Battlemaster
(Tank) Gatling Tank
(Infa) Assault Troop Crawler
(Infa) Attack Outpost
(Nuke) Nuke Launcher
(Tank) Emperor Overlord
Also,
(China) MiG with an option to fire either Nuke bombs (Nuke) or Napalm (China)
And upgrades that is compatible for all units involved included.
The idea is to mix together all the best units from all sub-factions of China into one general. I know it would be OP but I just want to experience that awesomeness. (If it's good I'll try making a GLA and USA too.. but well, let's just aim low first..)
Anyways,all I can do is to create a faction, edit some of it's .ini's, strings, powers, and the text shown in loading before a skirmish battle, just like in tutorials I have found around the internet..
Thanks in advance and wish me luck..
EDIT: also, is it possible to import Tiberium Wars units into ZH? Or is there anything that can convert it to files compatible with ZH? Or do I have to re-create them for ZH by myself?
Posted by: Gameanater - Wednesday, April 16, 2014 5:10:24 PM
[quote=Reignscythe;131125]Hey guys can you help/teach me to...
-create a portrait for my general, or atleast teach me how to display it in the game,
-make it playable in Challenge, without replacing any general..
-make a unit list or something that will show up like this in the game:
(Subfaction) Building
(Golden) War Factory
(Nuke) Battlemaster with Autoloader upgrade from Tank Battlemaster
(Tank) Gatling Tank
(Infa) Assault Troop Crawler
(Infa) Attack Outpost
(Nuke) Nuke Launcher
(Tank) Emperor Overlord
Also,
(China) MiG with an option to fire either Nuke bombs (Nuke) or Napalm (China)
And upgrades that is compatible for all units involved included.
The idea is to mix together all the best units from all sub-factions of China into one general. I know it would be OP but I just want to experience that awesomeness. (If it's good I'll try making a GLA and USA too.. but well, let's just aim low first..)
Anyways,all I can do is to create a faction, edit some of it's .ini's, strings, powers, and the text shown in loading before a skirmish battle, just like in tutorials I have found around the internet..
Thanks in advance and wish me luck..
EDIT: also, is it possible to import Tiberium Wars units into ZH? Or is there anything that can convert it to files compatible with ZH? Or do I have to re-create them for ZH by myself?[/quote]
Erruurrmm.... I'm by no means a modder... Buut... That sounds crazy advanced... How much modding have you done before? lol
I guess you could modify the Boss General (Leang, who has the most bizarre combination of units possible), but... You said you didn't want to do that...
Maybe AnnihilationZH or CommieDog could help with this...
But for creating a new portrait, you could probably just take one from online or your profile picture, stick in wherever the default ZH portraits are and make sure it's the same format (jpg, png, gif, etc).
Again though, I'm NOT a modder..
Posted by: Reignscythe - Friday, April 18, 2014 2:58:19 AM
[quote=Gameanater;131164][quote=Reignscythe;131125]Hey guys can you help/teach me to...
-create a portrait for my general, or atleast teach me how to display it in the game,
-make it playable in Challenge, without replacing any general..
-make a unit list or something that will show up like this in the game:
(Subfaction) Building
(Golden) War Factory
(Nuke) Battlemaster with Autoloader upgrade from Tank Battlemaster
(Tank) Gatling Tank
(Infa) Assault Troop Crawler
(Infa) Attack Outpost
(Nuke) Nuke Launcher
(Tank) Emperor Overlord
Also,
(China) MiG with an option to fire either Nuke bombs (Nuke) or Napalm (China)
And upgrades that is compatible for all units involved included.
The idea is to mix together all the best units from all sub-factions of China into one general. I know it would be OP but I just want to experience that awesomeness. (If it's good I'll try making a GLA and USA too.. but well, let's just aim low first..)
Anyways,all I can do is to create a faction, edit some of it's .ini's, strings, powers, and the text shown in loading before a skirmish battle, just like in tutorials I have found around the internet..
Thanks in advance and wish me luck..
EDIT: also, is it possible to import Tiberium Wars units into ZH? Or is there anything that can convert it to files compatible with ZH? Or do I have to re-create them for ZH by myself?[/quote]
Erruurrmm.... I'm by no means a modder... Buut... That sounds crazy advanced... How much modding have you done before? lol
I guess you could modify the Boss General (Leang, who has the most bizarre combination of units possible), but... You said you didn't want to do that...
Maybe AnnihilationZH or CommieDog could help with this...
But for creating a new portrait, you could probably just take one from online or your profile picture, stick in wherever the default ZH portraits are and make sure it's the same format (jpg, png, gif, etc).
Again though, I'm NOT a modder..
[/quote]
I've read every tutorial I can find in the net, but that's all I know. Theoretically I knew what I will do, it's just that it seems I always miss something important..
Posted by: Rrtaya_tsamsiyu - Friday, April 18, 2014 2:08:27 PM
best way to learn a bunch of what you are wanting to know might be to clone one of the existing factions, so you can see how it all works, and go from there.
Posted by: Annihilationzh - Friday, April 18, 2014 3:36:28 PM
Here's a Boss Generals mod: http://www.gamefront.com/files/3829035/Pro_Gen_v2_4
If I've found the right version of progen, I'm pretty sure you can play the generals challenge against the new bosses.
[quote](China) MiG with an option to fire either Nuke bombs (Nuke) or Napalm (China)[/quote]
This is not possible without major glitches.
[quote=Reignscythe;131187]I've read every tutorial I can find in the net, but that's all I know. Theoretically I knew what I will do, it's just that it seems I always miss something important..[/quote]
If you get stuck, you're free to post your code here for troubleshooting.
Posted by: Reignscythe - Saturday, April 19, 2014 3:11:44 AM
First things first; I want Taeyeon to be my General's portrait. Problem is, it doesn't appear on the loading screen. I used Imagepacker, GeneralsCameoMapper and Photoshop to convert the .jpg file to .tga..
Trial 1:
I put the ini file generated by GeneralsCameoMapper in TextureSize_512 and HandCreated but nothing happened. The .tga file is in Art>Textures..
Trial 2:
I opened the image in Imagepacker, saved it as a new .tga, and replaced the old pic.. Created a new ini, and tried putting it in the TextureSize_512, nothing happened, then moved it in HandCreated, it crashed..
Is there something that I might have missed? Or am I doing it wrong? [ATTACH]1399[/Attach]
Posted by: acidbrain - Saturday, April 19, 2014 6:36:25 AM
[b]The texture[/b]
You have to put the gens pic texture in C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\english\Art\Textures, so go to the game root and open the 'Data' folder, now open the 'English' folder and create a new folder called 'Art', open the 'Art' folder and create a new folder called 'Textures', open the 'Textures' folder and put your gens tga file in there.
[b]MappedImages[/b]
It's best imho to create a new ini for a new general in MappedImages so create a new ini in C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\INI\MappedImages\TextureSize_512 and call it 'UserInterface512_GoldenGeneral' for example and put your new data in there.
[b]ChallengeMode.ini[/b]
You gave your generals portrait a new name so you have to change that in ChallengeMode.ini, it's located in 'C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\INI', you have to change the 'BioPortrait' name if you change an existing general or create a new 'GeneralPersona' if you are making a brand new general.
I assume you are making a brand new one so here is an example
[code]
GeneralPersona10
PlayerTemplate = FactionGoldenGeneral
StartsEnabled = yes ;no
BioNameString = GUI:BioNameEntry_Pos10
BioDOBString = GUI:BioDOBEntry_Pos10
BioBirthplaceString = GUI:BioBirthplaceEntry_Pos10
BioStrategyString = GUI:BioStrategyEntry_Pos10
BioRankString = GUI:BioRankEntry_Pos10
BioBranchString = GUI:BioBranchEntry_Pos10
BioClassNumberString = GUI:BioClassNumber_Pos10
BioPortraitSmall = ChinaGoldenGeneral_S ;Circle_Small03_Black
BioPortraitLarge = ChinaGoldenGeneral
PortraitMovieLeftName = unimplemented
PortraitMovieRightName = unimplemented
DefeatedImage = Circle_Small03_Black
VictoriousImage = Circle_Small03_Black
DefeatedString = GUI:BioDefeatedEntry_Pos10
VictoriousString = GUI:BioVictoriousEntry_Pos10
SelectionSound = none
TauntSound1 = none
TauntSound2 = none
TauntSound3 = none
WinSound = none
LossSound = none
Campaign = unimplemented
END
[/code]
[b]ControlBarScheme.ini[/b]
If you create a new general you have to add it in 'ControlBarScheme.ini', it's located in 'C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\INI', here is an example, i used the Boss to work with.
[code]
ControlBarScheme ChinaGoldenGeneral8x6 ;ChinaBossGeneral8x6
ScreenCreationRes X:800 Y:600
Side GoldenGeneral ;Boss
QueueButtonImage SCBigButton
RightHUDImage SNLogo
CommandBarBorderColor R:90 G:125 B:2 A:255 ;blue
BuildUpClockColor R:0 G:0 B:0 A:160
ButtonBorderBuildColor R:67 G:108 B:190 A:255 ;blue
ButtonBorderActionColor R:1 G:175 B:2 A:255 ;Green
ButtonBorderUpgradeColor R:208 G:108 B:0 A:255 ;Orange
ButtonBorderSystemColor R:207 G:195 B:2 A:255 ;yellow
GenBarButtonIn SNBarButtonGen2IN
GenBarButtonOn SNBarButtonGen2ON
CommandMarkerImage SNEmptyFrame
ToggleButtonUpIn SNMaxMinUH
ToggleButtonUpOn SNMaxMinU
ToggleButtonUpPushed SNMaxMinUP
ToggleButtonDownIn SNMaxMinH
ToggleButtonDownOn SNMaxMin
ToggleButtonDownPushed SNMaxMinP
OptionsButtonEnable SNOptions
OptionsButtonHightlited SNOptionsH
OptionsButtonPushed SNOptionsP
IdleWorkerButtonEnable SNWorker
IdleWorkerButtonHightlited SNWorkerH
IdleWorkerButtonPushed SNWorkerP
IdleWorkerButtonDisabled SNWorkerI
BuddyButtonEnable SNChat
BuddyButtonHightlited SNChatH
BuddyButtonPushed SNChatP
OptionsButtonDisabled SNOptionsI
BuddyButtonDisabled SNChatI
BeaconButtonDisabled SNBeaconI
BeaconButtonEnable SNBeacon
BeaconButtonHightlited SNBeaconH
BeaconButtonPushed SNBeaconP
GeneralButtonEnable SNGeneral
GeneralButtonHightlited SNGeneralH
GeneralButtonPushed SNGeneralP
GeneralButtonDisabled SNGeneralI
UAttackButtonEnable SNUAttackI
UAttackButtonHightlited SNUAttackH
UAttackButtonPushed SNUAttackP
MinMaxButtonEnable SNMaxMin
MinMaxButtonHightlited SNMaxMinH
MinMaxButtonPushed SNMaxMinP
MinMaxUL X:640 Y:433
MinMaxLR X:687 Y:464
GeneralUL X:712 Y:433
GeneralLR X:770 Y:464
UAttackUL X:97 Y:420
UAttackLR X:132 Y:437
OptionsUL X:184 Y:490
OptionsLR X:220 Y:514
WorkerUL X:184 Y:516
WorkerLR X:220 Y:540
ChatUL X:184 Y:568
ChatLR X:220 Y:592
BeaconUL X:184 Y:545
BeaconLR X:220 Y:566
PowerBarUL X:260 Y:469
PowerBarLR X:538 Y:475
MoneyUL X:360 Y:437
MoneyLR X:439 Y:456
GenArrow CHINALevelUP
ExpBarForegroundImage SNExpBar
ImagePart
Position X:0 Y:414
Size X:800 Y:184
ImageName InGameUIChinaBase
Layer 4 ;; layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top
End
PowerPurchaseImage GeneralsPowerMenu_China
End
[/code]
[b]PlayerTemplate.ini[/b]
If you create a new general you have to add it in 'PlayerTemplate.ini', it's located in 'C:\Program Files (x86)\EA Games\Command & Conquer(tm) Generals Zero Hour\Data\INI', here is an example, i used the Boss to work with.
[code]
PlayerTemplate FactionGoldenGeneral ;FactionBossGeneral
Side = GoldenGeneral ;Boss
BaseSide = China ;Not sure if this is the best choice....(for academy)
PlayableSide = Yes
StartMoney = 0
PreferredColor = R:0 G:255 B:0
IntrinsicSciences = SCIENCE_GLA SCIENCE_AMERICA SCIENCE_CHINA
PurchaseScienceCommandSetRank1 = Gld_SCIENCE_CHINA_CommandSetRank1
PurchaseScienceCommandSetRank3 = Gld_SCIENCE_CHINA_CommandSetRank3
PurchaseScienceCommandSetRank8 = Gld_SCIENCE_CHINA_CommandSetRank8
SpecialPowerShortcutCommandSet = Gld_SpecialPowerShortcut
SpecialPowerShortcutWinName = GenPowersShortcutBarChina.wnd
SpecialPowerShortcutButtonCount = 9
DisplayName = INI:FactionGoldenGeneral ;INI:FactionBossGeneral
StartingBuilding = Gld_CommandCenter ;Boss_CommandCenter
StartingUnit0 = Gld_VehicleDozer ;Boss_VehicleDozer
ScoreScreenImage = China_ScoreScreen
LoadScreenImage = SNFactionLogoPage_China
LoadScreenMusic = Load_China
ScoreScreenMusic = Score_China
;HeadWaterMark = SCTempSelectPortrait
FlagWaterMark = WatermarkChina
EnabledImage = SSObserverChina
BeaconName = MultiplayerBeacon
SideIconImage = GameinfoBOSS
OldFaction = No
ArmyTooltip = TOOLTIP:BioStrategyLong_Pos10 ;TOOLTIP:BioStrategyLong_Pos9
Features = GUI:BioFeatures_Pos10 ;GUI:BioFeatures_Pos9
End
[/code]
I used 'Gld' as a short name for 'Golden' for the new sciences, commandset names and objects, it's a lot of info, if you need more help don't be afraid to ask.
Greetz
Posted by: Reignscythe - Saturday, April 19, 2014 7:24:39 AM
Thanks for the info.. :D
But there's a problem, instead of Taeyeon I get a pink screen! The pic's attached on my post earlier this day.. Please help.. XD
Posted by: Reignscythe - Monday, April 21, 2014 8:27:34 AM
Hey guys, how can I make my new General playable in Challenge Mode? And also, my general's portrait doesn't show up, instead there's a pink screen. What will I do? Thanks..
Posted by: Rrtaya_tsamsiyu - Monday, April 21, 2014 7:14:16 PM
pink means it cant find the image file, if i remember correctly. The image needs to be TGA, and the name must always end in 512, although it can actually be any size you want.
i dont know how the Challenge Mode stuff works.
Posted by: Reignscythe - Tuesday, April 22, 2014 2:22:44 AM
[quote=Rrtaya_tsamsiyu;131254]pink means it cant find the image file, if i remember correctly. The image needs to be TGA, and the name must always end in 512, although it can actually be any size you want.
i dont know how the Challenge Mode stuff works.[/quote]
Thanks Rrtaya_tsamsiyu.. will try doing it. XD
And modders, do you think this is possible and how to do it, especially the weapon part (Since it's only up to TERTIARY..) and upgrade modules (The module tags and behaviors, I had difficulty understanding those..)?? Anyways, the idea is to create a "hero" tank for each main faction.. What do you say?
USA: Lancelot drone tank
Weapons- Anti-Air TowMissile but fires like a Rocket Buggy.. ?
Anti-Tank like Overlord, fires two shells..
Anti-Personnel like Gatling Tank..
Anti-Missile like Paladin's Laser..
Locomotor- Hover (Like in those mods with Hover Crusader, I can't remember which..)
Armor- Higher than Paladin but still receives the armor upgrade in Strategy Center..
Size- Same as Paladin..
HP- High enough to be a "Hero"
Abilities- Can climb on any terrain
- No pilot (Pilots cannot enter, cannot be sniped too..)
- All weapons automatically target priority enemies (like the Overlord's Gatling) except the Anti-Tank..
- Can produce drones like USA vehicles and tanks..
Upgrades with: Drone Armor, Crusader/Paladin armor upgrade, Adv Training..
China: Galahad Warmachine
Weapons- 4x Inferno Cannon.. (for artillery support)
Rockets and Gatling (for defense only, no attack in commandset..)
Locomotor- SLOW LIKE HEEEELLL..
Armor- Same as structures of buildings (Is that possible?)
Size- Around the size of Barracks and War Factory..
HP- Same as the structures.. Maybe lower..
Abilities- Can produce units (Dozer, Battlemaster, MiniGunner, and MiG. I thought of adding more but it would be OP..) and repair/heal them.
- Speaker tower
- Can provide artillery cover in the battlefield..
- Detects stealth
- Can crush tanks (If it can chase one..)
Upgrades- Nuclear Tanks, Uranium Shells (Adds power to its cannons), Black Napalm, and if possible, an upgrade that changes its projectile to Nuke Launcher's..
GLA: Bors "Trapsetter"
Weapons- fireports (infantry can garrison inside)
Locomotor- fast as battle cycle, can climb any terrain too..
Armor- Marauder? The highest armor type GLA has..
Size- Monster truck size
HP- High enough to be a "Hero"
Abilities- Can make a more powerful Demo Trap
- Can open up a tunnel
- Stealth, except when attacking
- Nuclear death type weapon when killed.
- Can crush small tanks
- Can climb any terrain except water
- Armor upgradeable (like Battle Bus..)
Upgrades- Junk Repair, Suicide (like in Demo)
That's all guys. And is there a tutorial on how to make a tank? I got to start right now.. XD
Posted by: Reignscythe - Wednesday, April 23, 2014 6:56:03 AM
Guys I just wanna ask why my Tank Paradrop and Infantry Paradrop (along with the ;-ed powers, but nevermind it for now.. ) can't be fired from the command center, and its shortcut power doesn't show up in the shortcut menu.. did I miss something?
[code=plain];;;;;;;;;;;;;;;;;;;;;;;;;;;
CommandSet SCIENCE_GC_CommandSetRank1
1 = Command_PurchaseScienceBattlemasterTraining
2 = Infa_Command_PurchaseScienceRedGuardTraining
3 = Command_PurchaseScienceArtilleryTraining
END
CommandSet SCIENCE_GC_CommandSetRank3
1 = Command_PurchaseScienceClusterMines
;2 = Nuke_Command_PurchaseScienceCarpetBomb
;3 = Command_PurchaseScienceCarpetBomb
4 = Command_PurchaseScienceArtilleryBarrage1
5 = Command_PurchaseScienceArtilleryBarrage2
6 = Command_PurchaseScienceArtilleryBarrage3
7 = Tank_Command_PurchaseScienceTankParadrop1
8 = Tank_Command_PurchaseScienceTankParadrop2
9 = Tank_Command_PurchaseScienceTankParadrop3
10 = Infa_Command_PurchaseScienceInfantryParadrop1
11 = Infa_Command_PurchaseScienceInfantryParadrop2
12 = Infa_Command_PurchaseScienceInfantryParadrop3
13 = Command_PurchaseScienceFrenzy1
14 = Command_PurchaseScienceFrenzy2
15 = Command_PurchaseScienceFrenzy3
END
CommandSet SCIENCE_GC_CommandSetRank8
;1 = Command_PurchaseScienceAnthraxBomb
1 = Command_PurchaseScienceEMPPulse
;3 = Command_PurchaseScienceDaisyCutter
;4 = Command_PurchaseScienceLeafletDrop
END
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CommandSet SpecialPowerShortcutGC
1 = Command_ClusterMinesFromShortcut
2 = Command_ArtilleryBarrageFromShortcut
3 = Tank_Command_TankParadropFromShortcut
4 = Infa_Command_ParadropFromShortcut
5 = Command_FrenzyFromShortcut
;8 = Command_AnthraxBombFromShortcut
6 = Command_EMPPulseFromShortcut
;10 = Command_NeutronMissileFromShortcut
;11 = Command_DaisyCutterFromShortcut
;12 = Command_LeafletDropFromShortcut
7 = Command_NeutronMissileFromShortcut
END[/code]
Posted by: Rrtaya_tsamsiyu - Wednesday, April 23, 2014 10:12:55 AM
[quote]USA: Lancelot drone tank[/quote]
seems possible, except maybe for not having pilots enter. i don't know if that can be turned off or not. To make it do all the things you are wanting, clone an existing unit and then copy/paste bits of code into your unit from others. i would recommend cloning the Overlord to make this unit, as it already has the dual barrels.
[quote]China: Galahad Warmachine[/quote]
possible except for the mig wouldn't be able to land, and you can only have one weapon upgrade i think, unless maybe you did something with bike code or salvage upgrades.
[quote]GLA: Bors "Trapsetter"[/quote]
possible except limiting the crushing, unless you edit some of the original code. There are different crush levels, trees have the lowest, then infantry, civilian cars, tanks/Humvee/trucks/airplanes, then the Overlord, in that order.
Info; Crush levels and Crusher levels go from 1 and up. 0 is uncrushable, and the crusher level must be higher on the attacking unit than the crush level on the victim in order for crushing to happen.
[quote]And is there a tutorial on how to make a tank? I got to start right now.. XD[/quote]
http://www.derelictstudios.net/site/killasmods/tnktutintro.php
As far as your last post, i don't know much about special powers, sorry.
Posted by: Reignscythe - Wednesday, April 23, 2014 11:11:57 PM
the renX plugin link is broken..
Posted by: Reignscythe - Friday, April 25, 2014 4:21:49 AM
is there any w3d editor? that gmax and renx is outdated.. i won't waste my time figuring how it'll work..
Posted by: Annihilationzh - Friday, April 25, 2014 5:12:05 AM
[quote=Reignscythe;131276]Guys I just wanna ask why my Tank Paradrop and Infantry Paradrop (along with the ;-ed powers, but nevermind it for now.. ) can't be fired from the command center, and its shortcut power doesn't show up in the shortcut menu.. did I miss something?[/quote]
Have you added deploy code to the command centre?
Posted by: Reignscythe - Friday, April 25, 2014 5:17:54 AM
[quote=Annihilationzh;131305][quote=Reignscythe;131276]Guys I just wanna ask why my Tank Paradrop and Infantry Paradrop (along with the ;-ed powers, but nevermind it for now.. ) can't be fired from the command center, and its shortcut power doesn't show up in the shortcut menu.. did I miss something?[/quote]
Have you added deploy code to the command centre?[/quote]
Yeah I did.. And it worked! Thanks!
And another question.. Why did the movie shown in the main menu of Zero Hour changed? It showed the old Generals movie in main menu? Last edit I did was editing csf entries, sciences and units.. O-o
Posted by: Reignscythe - Saturday, April 26, 2014 3:53:50 AM
Why can't I win in General's Challenge even though I have finished destroying every building they have? Did I do anything wrong here?
[code=plain]Campaign CHALLENGE_10
CampaignNameLabel CAMPAIGN:CHALLENGE_10
FirstMission Mission01
IsChallengeCampaign yes
PlayerFaction FactionChinaGoldenGeneral
Mission Mission01
Map Maps\GC_AirGeneral\GC_AirGeneral.map
GeneralName GUI:BioNameEntry_Pos0
IntroMovie GeneralsChallengeBackground
NextMission Mission02
END
Mission Mission02
Map Maps\GC_LaserGeneral\GC_LaserGeneral.map
GeneralName GUI:BioNameEntry_Pos5
IntroMovie GeneralsChallengeBackground
NextMission Mission03
END
Mission Mission03
Map Maps\GC_SuperWeaponsGeneral\GC_SuperWeaponsGeneral.map
GeneralName GUI:BioNameEntry_Pos3
IntroMovie GeneralsChallengeBackground
NextMission Mission04
END
Mission Mission04
Map Maps\GC_Stealth\GC_Stealth.map
GeneralName GUI:BioNameEntry_Pos6
IntroMovie GeneralsChallengeBackground
NextMission Mission05
END
Mission Mission05
Map Maps\GC_TankGeneral\GC_TankGeneral.map
GeneralName GUI:BioNameEntry_Pos4
IntroMovie GeneralsChallengeBackground
NextMission Mission06
END
Mission Mission06
Map Maps\GC_NukeGeneral\GC_NukeGeneral.map
GeneralName GUI:BioNameEntry_Pos2
IntroMovie GeneralsChallengeBackground
NextMission Mission07
END
Mission Mission07
Map Maps\GC_ChinaBoss\GC_ChinaBoss.map
GeneralName GUI:BioNameEntry_Pos9
IntroMovie GeneralsChallengeBackground
END
END[/code]
Posted by: Reignscythe - Sunday, April 27, 2014 7:22:27 AM
Why do my new power crashes the game when I launch it?
Here's the related codes:
[code=plain]
Science.ini
Science GC_SCIENCE_ExpNukeBombMiG
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank5
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:GC_ChinaExpNukeBombMig
Description = CONTROLBAR:GC_ToolTipChinaScienceExpNukeBombMiG ;done
End
SpecialPower.ini
SpecialPower GC_SuperweaponExpNukeBombMiG
Enum = SPECIAL_NAPALM_STRIKE
ReloadTime = 300000 ; in milliseconds
RequiredScience = GC_SCIENCE_ExpNukeBombMiG
PublicTimer = No
SharedSyncedTimer = Yes
RadiusCursorRadius = 100
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
ObjectCreationLists.ini
ObjectCreationList GC_SUPERWEAPON_ExpNukeBombMiG
DeliverPayload
Transport = GC_ChinaJetMiG
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 1000 ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
Payload = GC_ExpNukeBombMiGPayload 6
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
DeliverPayload
Transport = GC_ChinaJetMiG
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 1000 ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
Payload = GC_ExpNukeBombMiGPayload 6
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
DeliverPayload
Transport = GC_ChinaJetMiG
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 1000 ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
Payload = GC_ExpNukeBombMiGPayload 6
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
DeliverPayload
Transport = GC_ChinaJetMiG
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 1000 ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
Payload = GC_ExpNukeBombMiGPayload 6
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
End
End
Commandbutton.ini
CommandButton GC_Command_PurchaseScienceExpNukeBombMiG
Command = PURCHASE_SCIENCE
Science = GC_SCIENCE_ExpNukeBombMiG
ButtonImage = SSMigNuke
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
CommandButton GC_Command_ExpNukeBombMiG
Command = SPECIAL_POWER
SpecialPower = GC_SuperweaponExpNukeBombMiG
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = GC_SCIENCE_ExpNukeBombMiG
TextLabel = CONTROLBAR:GC_ExpNukeBombMiG ;done
ButtonImage = SSMigNuke
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:GC_ToolTipExpNukeBombMiG ;done
RadiusCursorType = ARTILLERYBARRAGE
InvalidCursorName = GenericInvalid
End
CommandButton GC_Command_ExpNukeBombMiGFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = GC_SuperweaponExpNukeBombMiG
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = GC_SCIENCE_ExpNukeBombMiG
TextLabel = CONTROLBAR:GC_ExpNukeBombMiG
ButtonImage = SSMigNuke
DescriptLabel = CONTROLBAR:GC_ToolTipExpNukeBombMiG
RadiusCursorType = ARTILLERYBARRAGE
InvalidCursorName = GenericInvalid
End
Commandset.ini
CommandSet GC_ChinaCommandCenterCommandSet
1 = GC_Command_ConstructChinaDozer
3 = Command_ClusterMines
4 = Command_ArtilleryBarrage
5 = GC_Command_TankParadrop
6 = GC_Command_Paradrop
7 = Command_Frenzy
8 = GC_Command_ExpNukeBombMiG
9 = Command_ChinaCarpetBomb
10 = Nuke_Command_ChinaCarpetBomb
11 = Command_UpgradeChinaRadar
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
CommandSet GC_ChinaCommandCenterCommandSetUpgrade
1 = GC_Command_ConstructChinaDozer
4 = Command_ClusterMines
5 = Command_ArtilleryBarrage
6 = GC_Command_TankParadrop
7 = GC_Command_Paradrop
8 = Command_Frenzy
9 = GC_Command_ExpNukeBombMiG
10 = Nuke_Command_ChinaCarpetBomb
11 = Command_UpgradeChinaRadar
12 = Command_UpgradeEMPMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
CommandSet SCIENCE_GC_CommandSetRank8
;1 = Command_PurchaseScienceAnthraxBomb
1 = GC_Command_PurchaseScienceExpNukeBombMiG
;3 = Command_PurchaseScienceDaisyCutter
;4 = Command_PurchaseScienceLeafletDrop
END
CommandSet SpecialPowerShortcutGC
1 = Command_ClusterMinesFromShortcut
2 = Command_ArtilleryBarrageFromShortcut
3 = GC_Command_TankParadropFromShortcut
4 = GC_Command_ParadropFromShortcut
5 = Command_FrenzyFromShortcut
;8 = Command_AnthraxBombFromShortcut
6 = GC_Command_ExpNukeBombMiGFromShortcut
;10 = Command_NeutronMissileFromShortcut
;11 = Command_DaisyCutterFromShortcut
;12 = Command_LeafletDropFromShortcut
7 = Command_ChinaCarpetBombFromShortcut
8 = Nuke_Command_ChinaCarpetBombFromShortcut
9 = Command_NeutronMissileFromShortcut
END
Command Center code:
; ***DESIGN parameters ***
DisplayName = OBJECT:CommandCenter
Side = China
EditorSorting = STRUCTURE
BuildCost = 2000
BuildTime = 45.0 ; in seconds
EnergyProduction = 0 ;Command center should be free
CommandSet = GC_ChinaCommandCenterCommandSet
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = CommandCenterChinaSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_07
MaxHealth = 5000.0
InitialHealth = 5000.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 5200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = PreorderCreate ModuleTag_PreorderCreate
End
Behavior = ProductionUpdate ModuleTag_08
NumDoorAnimations = 1
DoorOpeningTime = 3000 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 3000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_09
UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RadarUpdate ModuleTag_10
RadarExtendTime = 4000 ;in mSeconds
End
Behavior = DestroyDie ModuleTag_11
;nothing
End
Behavior = CreateObjectDie ModuleTag_12
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_13
DeathFX = FX_StructureMediumDeath
End
Behavior = RadarUpgrade ModuleTag_14
TriggeredBy = Upgrade_ChinaRadar
End
Behavior = GenerateMinefieldBehavior ModuleTag_15
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
Upgradable = Yes
UpgradedTriggeredBy = Upgrade_ChinaEMPMines
UpgradedMineName = ChinaEMPMine
End
Behavior = OCLSpecialPower ModuleTag_16
SpecialPowerTemplate = SuperweaponNapalmStrike
OCL = SUPERWEAPON_NapalmStrike
End
Behavior = OCLSpecialPower ModuleTag_17
SpecialPowerTemplate = SuperweaponArtilleryBarrage
UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
OCL = SUPERWEAPON_ArtilleryBarrage1
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End
Behavior = OCLSpecialPower ModuleTag_18
SpecialPowerTemplate = SuperweaponClusterMines
OCL = SUPERWEAPON_ClusterMines
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_19
SpecialPowerTemplate = SuperweaponEMPPulse
OCL = SUPERWEAPON_EMPPulse
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = CashHackSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponCashHack
UpgradeMoneyAmount = SCIENCE_CashHack3 4000
UpgradeMoneyAmount = SCIENCE_CashHack2 2000
MoneyAmount = 1000 ; amount of money to steal
End
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05
SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb
OCL = SUPERWEAPON_ChinaCarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = FlammableUpdate ModuleTag_23
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_24
;-------------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 = CommandSetUpgrade ModuleTag_25
CommandSet = GC_ChinaCommandCenterCommandSetUpgrade
TriggeredBy = Upgrade_ChinaMines
End
Behavior = ArmorUpgrade ModuleTag_26
TriggeredBy = Upgrade_ChinaEMPMines
End
Behavior = OCLSpecialPower ModuleTag_27
SpecialPowerTemplate = SuperweaponFrenzy
UpgradeOCL = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3
UpgradeOCL = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2
OCL = SUPERWEAPON_Frenzy1
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_28
SpecialPowerTemplate = GC_SuperweaponInfantryParadrop
UpgradeOCL = GC_SCIENCE_InfantryParadrop3 GC_SUPERWEAPON_Paradrop3
UpgradeOCL = GC_SCIENCE_InfantryParadrop2 GC_SUPERWEAPON_Paradrop2
OCL = GC_SUPERWEAPON_Paradrop1
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
End
Behavior = OCLSpecialPower ModuleTag_29
SpecialPowerTemplate = GC_SuperweaponTankParadrop
UpgradeOCL = GC_SCIENCE_TankParadrop3 GC_SUPERWEAPON_TankParadrop3
UpgradeOCL = GC_SCIENCE_TankParadrop2 GC_SUPERWEAPON_TankParadrop2
OCL = GC_SUPERWEAPON_TankParadrop1
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
End
Behavior = OCLSpecialPower ModuleTag_30;this has been removed from everywhere but the ChinaAirfield in CHI05
SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb
OCL = Nuke_SUPERWEAPON_ChinaCarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_31
SpecialPowerTemplate = GC_SuperweaponExpNukeBombMiG
OCL = GC_SUPERWEAPON_ExpNukeBombMiG
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End
Geometry = BOX
FactoryExitWidth = 25
GeometryMajorRadius = 60.0
GeometryMinorRadius = 63.0
GeometryHeight = 36.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
EDIT:
Here's the payload I created in WeaponObjects.ini
Object GC_ExpNukeBombMiGPayload
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVRaptor_M
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:CarpetBomb
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
SoundFallingFromPlane = DaisyCutterWeapon
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 2000.0
InitialHealth = 2000.0
End
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = Nuke_ChinaCarpetBombWeapon
StartsActive = Yes
End
Behavior = SlowDeathBehavior ModuleTag_10
DestructionDelay = 0
OCL = INITIAL Nuke_OCL_RadiationFieldSmall
End
Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 1.0
TargetHeightIncludesStructures = No
End
Behavior = SpecialPowerCompletionDie ModuleTag_07
SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb
End
Behavior = FXListDie ModuleTag_08
DeathFX = Nuke_WeaponFX_CarpetBomb
End
Behavior = DestroyDie ModuleTag_09
;nothing
End
End
[/code]
Sorry I'm having difficulties using multiple code tags.. XD
Posted by: acidbrain - Sunday, April 27, 2014 12:53:30 PM
Check the ini's for typos, the code you posted seems ok or i am missing something, kinda tired.
Maybe you can try another Enum for the GC_SuperweaponExpNukeBombMiG, you use the same Enum for the napalmstrike and GC_SuperweaponExpNukeBombMiG if im not mistaking.
Posted by: Reignscythe - Monday, April 28, 2014 12:15:31 AM
what exactly is the purpose of the enum? that's the only line I don't understand..
Posted by: Reignscythe - Monday, April 28, 2014 8:37:56 AM
NOW I have another problem. This time, I modified a Nuke Battlemaster, made it double-barrelled. All went well. Until it fired. It fired fire but with a black square behind it (Can't explain it better.. but that's it.. ) What will I do to fix it? Thankss........
Posted by: acidbrain - Monday, April 28, 2014 11:08:53 AM
[quote=Reignscythe;131368]what exactly is the purpose of the enum? that's the only line I don't understand..[/quote]
It's a programming expression for Enumeration, [url=http://en.wikipedia.org/wiki/Enumerated_type#C.2B.2B][color=blue]Here[/color][/url] is some more info.
[quote=Reignscythe;131377]NOW I have another problem. This time, I modified a Nuke Battlemaster, made it double-barrelled. All went well. Until it fired. It fired fire but with a black square behind it (Can't explain it better.. but that's it.. ) What will I do to fix it? Thankss........ [/quote]
I think you forgot to set the right settings for the muzzleflash, check [url=http://www.sleipnirstuff.com/forum/kb.php?t=9021][color=blue]This[/color][/url] for more info.
Posted by: Reignscythe - Tuesday, April 29, 2014 12:42:34 AM
I changed that Enum line many times.. It still won't work.. X(
Posted by: acidbrain - Tuesday, April 29, 2014 1:53:44 AM
[quote=Reignscythe;131386]I changed that Enum line many times.. It still won't work.. X([/quote]
You can“t change the Enum value, they are hardcoded.
The enumerations are set in the sourcecode of the game.
Posted by: Reignscythe - Tuesday, April 29, 2014 1:58:42 AM
[quote=acidbrain;131378]
I think you forgot to set the right settings for the muzzleflash, check [url=http://www.sleipnirstuff.com/forum/kb.php?t=9021][color=blue]This[/color][/url] for more info.
[/quote]
Now there's another problem. Can't find the W3D export settings.. XD
Posted by: acidbrain - Tuesday, April 29, 2014 11:40:57 AM
If you are in Renx go to the upper right corner and press the hammer symbol, now click on 'W3D tools' in utilities, below the utilities are the W3D export settings.
Posted by: Reignscythe - Thursday, May 1, 2014 11:34:05 PM
still can't find vertex material, shader, and textures! X(
Posted by: acidbrain - Friday, May 2, 2014 3:42:42 AM
Click the checkerboard icon, check [url=http://www.sleipnirstuff.com/forum/viewtopic.php?f=14&p=279763#279763][color=blue]This[/color][/url]
Posted by: Reignscythe - Saturday, May 3, 2014 1:53:54 AM
I've just decided to call my mod The Golden Army. Unlike other mods that aims to "enchance gameplay, graphics, etc.." I intend to establish a story through the General's Challenge and the Campaign, of how China attempted to conquer the world through its Golden Army, and how the two factions, USA and GLA, cope up to stop it. (There should be ASEAN, Russia and ECA/NATO too, but well, I just found out I'm not great with modeling..) I just made my list of priorities of what to change, and since I'm just a highschool graduate with no actual experience in modding, it would be great if you help/teach me to:
- change the Challenge and Campaign UI.. Make the Challenge sort of a 1v1 against another General you choose to fight..
- a campaign for each new faction
- maps and AI
- improve graphics, like in Contra..
- make hero tanks and more balanced hero infantries..
That's all. I know it's impossible to do in 3 months (college starts in August) but, heck, let's just give it a shot. XD
Posted by: Reignscythe - Saturday, May 3, 2014 4:05:34 AM
I'll start making the AI. But there's a limit to the player list, so I can't put all of my faction AI in the SkirmishScripts.scb. What will I do? create a new script for my new factions or what? O-o
Posted by: Reignscythe - Monday, May 12, 2014 6:19:20 AM
Guys I need help in getting all three upgrades of overlord to show up! I'm really stuck.
I tried putting all the models in one OCL, but only the last model is shown..
I tried removing the ConflictsWith.. still only one shows..
Any ideas besides joining their models altogether?
Posted by: Annihilationzh - Monday, May 12, 2014 7:06:38 AM
[quote=Reignscythe;131588]Any ideas besides joining their models altogether?[/quote]
You can do this solely with code. No need to use a model editor.
Just create a unit with all three model codes.
Posted by: Reignscythe - Monday, May 12, 2014 10:59:16 PM
What do you mean? By creating an OCL or an Object with art parameters and such? How would I put it? in modelnames? Thanks anyways..
Posted by: Rrtaya_tsamsiyu - Tuesday, May 13, 2014 1:31:44 AM
[quote]Just create a unit with all three model codes.[/quote]
wait, i thought max on object upgrades was one.. tried all sorts of ways to get more whenever i tried to make a ship with a bunch of turrets
Posted by: Reignscythe - Tuesday, May 13, 2014 8:23:24 AM
[quote=Rrtaya_tsamsiyu;131609][quote]Just create a unit with all three model codes.[/quote]
wait, i thought max on object upgrades was one.. tried all sorts of ways to get more whenever i tried to make a ship with a bunch of turrets[/quote]
I really don't understand what you're saying.. mind explaining it a little more elaborate for me?
Posted by: Annihilationzh - Tuesday, May 13, 2014 8:37:23 AM
[quote=Reignscythe;131605]What do you mean? By creating an OCL or an Object with art parameters and such? How would I put it? in modelnames? Thanks anyways..[/quote]
Create a unit such as OverlordSpeakerGattlingBunkerTower by cloning the overlord gattling cannon. Copy ModuleTag_01 from the speaker tower, gattling and bunker addons and put them all into the code of the OverlordSpeakerGattlingBunkerTower. Then copy over the ability modules of the bunker and speaker tower.
Thus you have one addon that appears and acts as all three.
Posted by: Reignscythe - Tuesday, May 13, 2014 9:20:45 AM
oh thanks, will try.. how about the design parameters? which of the three will I use?
Posted by: Reignscythe - Wednesday, May 14, 2014 5:19:30 AM
another question. I copy/pasted burton's stab animation and jarmen kell's snipe attack animation, it seems okay but when she stabs her laptop seems to fly around, and she does nothing when she snipes. is there anyway to hide her laptop when doing the stab anim, and what animation will I get to substitute the original snipe anim.. and how to put the delay so that she can perform the transitions before firing? thanks.