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.