Posted by: AdrianeMapMaker - Wednesday, January 11, 2017 2:10:54 AM
Hey Lets Get Quick
[u][b]Question1:Renaming Some Code's.[/b][/u]
I am Curious About Ini, Can i Do a New Weapon name,Or Such Many Things In General or also Known As Self Made Ini Name Without Any Crash
[u][b]Question2:Glitch[/b][/u]
Lets Ask About This Thing,I Found that a 1 map ini Can affect any other maps , Am I Right.
Need Confirmation Pls.
[u][b]
Question3:Modding The Game.
[/b][/u]So If We Did, We Need To do That In The Original Directory Ini Path Right (In The Original CnCGenerals Folder) Am I Right?.
[u][b]Question4:Mod Only 1Map[/b][/u]
This, Lets Ask This, Can I Do That ...For example when i want to actually/Fully modded a crusader By Modding its Real Priority In The Game?Not Using Any Simple Code's Like
[code]AddModule tag
RemoveModule tag[/code]
Thanks For Advance.[joy]
Posted by: acidbrain - Wednesday, January 11, 2017 3:22:23 AM
[quote=adrianemapmaker;142756][u][b]Question1:Renaming Some Code's.[/b][/u]
I am Curious About Ini, Can i Do a New Weapon name,Or Such Many Things In General or also Known As Self Made Ini Name Without Any Crash[/quote]
You can create new weapons as long as you give the new stuff unique names.
[quote=adrianemapmaker;142756][u][b]Question2:Glitch[/b][/u]
Lets Ask About This Thing,I Found that a 1 map ini Can affect any other maps , Am I Right.
Need Confirmation Pls.[/quote]
If the modded stuff in a map ini also is in another map it will also mod that map.
[quote=adrianemapmaker;142756][u][b]Question3:Modding The Game.[/b][/u]
So If We Did, We Need To do That In The Original Directory Ini Path Right (In The Original CnCGenerals Folder) Am I Right?.[/quote]
There are 2 folders in the gameroot where you can mod the game, Data and Art.
If the Art folder doesn't exists yet you can create one.
You can also add your modded stuff to a big file and create new shortcut to the game with a windows switch that uses the mod, -mod blabla.BIG.
[url=http://www.cnclabs.com/generals/zerohour/command-line-arguments.aspx][color=blue]Here[/color][/url] is a page with switches you can use.
[quote=adrianemapmaker;142756][u][b]Question4:Mod Only 1Map[/b][/u]
This, Lets Ask This, Can I Do That ...For example when i want to actually/Fully modded a crusader By Modding its Real Priority In The Game?Not Using Any Simple Code's Like
[code]AddModule tag
RemoveModule tag[/code][/quote]
You can mod 1 map, you can make a minimod, you can add the stuff to a BIG file...
[quote=adrianemapmaker]Thanks For Advance[/quote]
It is Thanks in advance Adriane...;P
Greetz
Posted by: AdrianeMapMaker - Wednesday, January 11, 2017 4:44:05 AM
Thanks Man , Really Helpful
Posted by: klingondragon - Wednesday, January 11, 2017 4:50:40 AM
2. For most maps any changes you make should (and will) only affect that map. If you edit stuff like player templates it will stick until you close the game (this is a common way of enabling the boss general).
Posted by: AdrianeMapMaker - Wednesday, January 11, 2017 5:00:31 AM
Based On Acidbrain Said.
In Question4:
i will just put all my stuf there including(in that question it supposedly , i will mod only the ini file) :
-Ini.File
What should be The name of it? it does matters?
Posted by: klingondragon - Wednesday, January 11, 2017 5:41:51 AM
From what I understand of it (I'm struggling with your and acidbrain's english): You want to make a full mod but have it only affect one map.
This would be very hard. Either you make a map.ini and just make the mod in there. Or you could make a mod and use a map.ini to switch to new units etc..
The problem with the first method is new stuff won't have a build cost or build time.
The problem with the second method is it's too much effort for the player to install that one map.
Using your crusader example:
Method 1:
Mod the crusader in map.ini
Method 2:
Copy the crusader and mod that. Save in a big archive. In your map.ini modify the crusader build commandbutton to build the copy instead of the normal one.
Posted by: acidbrain - Wednesday, January 11, 2017 6:29:54 AM
Deleted because im done with it...
Posted by: klingondragon - Wednesday, January 11, 2017 7:07:35 AM
That wasn't an attack. That was merely me trying to help. It's you who react and take it the wrong way.
If two people who have English as a second language communicate in English it's very easy for a small miscommunication to cause disproportionate problems.
What you originally replied may be correct. However, after I managed to work out what was said, I thought a little more would help.
Also, as the original poster asked for more information after your poor reply, I'm more than justified for trying to help out.
[quote]You can mod 1 map, you can make a minimod, you can add the stuff to a BIG file...[/quote]
This makes little sense and I was just trying to clear it up a little.
Posted by: acidbrain - Wednesday, January 11, 2017 8:17:13 AM
Deleted because im done with it...
Posted by: klingondragon - Wednesday, January 11, 2017 8:59:45 AM
You brought it up.
Posted by: AdrianeMapMaker - Thursday, January 12, 2017 12:59:04 AM
Can You Stop Guys I dont Want To Do another Thread ... I dont want to talk about this.. ok Lets start Again ..
[b]Question:5[/b]
Did the MiniMod will be recognized By The World Builder?
[b]Question:6[/b]
Did The Big.file Name matters or What ,in The Minimod?
[b]Question:7[/b]
all The Moded Stuff is Always In The Big.file, Right?
Posted by: acidbrain - Thursday, January 12, 2017 2:06:07 AM
[quote=adrianemapmaker;142803][b]Question:5[/b]
Did the MiniMod will be recognized By The World Builder?[/quote]
Yip
[quote=adrianemapmaker;142803][b]Question:6[/b]
Did The Big.file Name matters or What ,in The Minimod?[/quote]
Name doesn't matter as long as you also use that BIG file name in the windows switch so if your BIG file is name newmod.BIG then name your windows switch -mod newmod.BIG.
[quote=adrianemapmaker;142803][b]Question:7[/b]
all The Moded Stuff is Always In The Big.file, Right?[/quote]
Yip
Posted by: AdrianeMapMaker - Thursday, January 12, 2017 2:12:02 AM
[quote=acidbrain;142809] windows switch [/quote]
what do you mean by these ?
EDIT:
I Dont want to create a shortcut for my game.... if needed i will do,how?
Posted by: acidbrain - Thursday, January 12, 2017 2:50:23 AM
If you want to use your own big file it is handy to have a separate shortcut so the game knows what to run...
Here is how to do it:
1. Go to your game root and select generals.exe
2. Right click and select create shortcut
3. cut/paste the new shortcut to your desktop and name it, mod name would be handy
4. select the shortcut, right click and select properties
5. locate the source and add -mod yourmod.BIG to it, apply and voilla you have just created a shortcut to your mod...
Be sure that there is a space between the end of the source path and -mod yourmod.BIG so something like this: ¨somekindofpath\blabla.exe¨ -mod yourmod.BIG
Check the first post I made again, there is a link with possible switches
Greetz
Posted by: AdrianeMapMaker - Thursday, January 12, 2017 3:04:09 AM
Ini Stuff
[b]Question:8[/b]
Did i need to separate all the code like or all in one?
[b]like i will do:[/b]
[i]commandset.ini
commandbutton.ini
weapon.ini
object.ini[/i]
[b]Question:9[/b]
Is the big file's for minimod is need a shortcut?is it very impotant?
Posted by: Zatsupachi - Thursday, January 12, 2017 3:09:41 AM
Question 8-
Preferrably yes.
It's more organized that way.
Question 9-
The reason for shotcuts is so that you wont need multiple copies of your ZH/Generals directory. You just a shortcut that tells the exe beforehand to read the corresponding .big files.
Posted by: AdrianeMapMaker - Thursday, January 12, 2017 3:17:43 AM
[b]Question:10[/b]
[quote=acidbrain;142814]3. cut/paste the new shortcut to your desktop and name it, mod name would be handy[/quote]
So do i Need To Delete the old one right?
[b]Question:11[/b]
How to Put my Ini In a BigFile Archive?
[b]Question:12[/b]
Can I Put a Several Ini In one mapFolder?
Guys Thanks for Advance(i love this community[joy] )
Posted by: klingondragon - Thursday, January 12, 2017 5:01:12 AM
9. If you want your stuff to show up in WB make sure it's in the root directory. Only once you're finished with WB should you use a special nodded shortcut to run the game.
10. No. The old shortcut would run the game normally. The new shortcut would run this mod.
11. Open finalbig (if you don't have it, check the downloads section of cnclabs). Click New >> BIG Archive. Click and drag your files into finabig. Make sure their names are: 'Data/INI/[filename]' (and your object should be: 'Data/INI/Object/[filename]'). Save as something like: `MapMod.big or 00MapMod.big ( the '`' and '00' are to make sure the mod shows up at the top of the list alphabetically and hence is added to the game first).
12. No. The map folder can only have the one ini file (map.ini). The big archive mods the whole game.
Also, a note on your English.
[s]I think you mean 'does' not 'did' in question 5 and 6.[/s] Actually I think 'Will' fits the second half of the sentence better'.
And 'do' not 'did' in question 8.
'did' is the past tense of 'do' and is usually used to ask if someone has completed a task (or other action) e.g.: "Did you eat breakfast this morning".
You're asking what you should be doing so you you could use: "Do I ..." or perhaps it would be better to use: "Should I ...".
(Note, this is not an attack but some constructive advice.)
Posted by: AdrianeMapMaker - Thursday, January 12, 2017 5:11:32 AM
[b]Question:13[/b]
Can i do a unit using a map ini? or can i moded the whole unit using Map.ini ,like this:
adding the new unique commandset on it
adding the new unique weapon on it
adding the new unique commandbutton
and the whole Unit that being moded on it....
[b]
Question:14[/b]
this is related at question13,is there's a limit in map.ini?
Guys Thanks.[grin]
Posted by: klingondragon - Thursday, January 12, 2017 5:18:06 AM
13. It depends what you want to do with the unit.
You can add new units and structures but the build times and costs won't work in game.
However a new commandbutton, commandset, and weapon can all be added using a map.ini.
14. If you mean character limit in the file: I doubt it (but I don't [u]Know[/u]. If you mean limit in what you can do: as I've already said (in this reply, and others), there are a few things map.inis just can't do (namely: build times and build costs (I think there are a couple more things but I don't know what they are off the top of my head)).
Posted by: AdrianeMapMaker - Thursday, January 12, 2017 5:18:15 AM
[quote=KlingonDragon;142821]
(Note, this is not an attack but some constructive advice.)[/quote]
I Know , Thanks[joy] .
Posted by: klingondragon - Thursday, January 12, 2017 5:30:12 AM
[quote=adrianemapmaker;142824][quote=KlingonDragon;142821]
(Note, this is not an attack but some constructive advice.)[/quote]
I Know , Thanks[joy] .
[/quote]
That was for acidbrain. Every time they say they're done with me, they start up another fight somewhere else. My off hand comments about people's use of English are one of the quirks of British humour yet they get taken seriously.
I just wanted to cover my bases and ensure I didn't get anymore unjustified hate thrown my way.
Posted by: zero hour mad map maker - Thursday, January 12, 2017 7:27:56 AM
Uh Oh.....
Posted by: acidbrain - Thursday, January 12, 2017 1:04:41 PM
You know what the problem is adriane, mister klingon said something which he meant because he said it multiple times in multiple threads, people confronted him with it and now he wiggles his way out of it by saying it was all a joke.
When someone says something what mr klingon doesnt like then he starts crying that he is attacked or that people ventilate unjustified hate towards him.
He starts a charm offensive by starting a mod project right after he got a warning and now he acts like the big boy, it is really laughable...
Try to make some lgbt jokes and see how he likes that, just say that people do that often in the place where you live and that it just a joke for you and see how mr. klingon likes that...
Oh btw me calling mr klingon mr is just a joke, lmao over here, so much fun...
Posted by: klingondragon - Thursday, January 12, 2017 1:12:36 PM
I've been thinking about that mod for months and I was talking about it in the staff forums for days before that argument even started. This is no charm offensive. It's a genuine mod that we're developing together (as a community).
One of the many aspects of [url=https://en.wikipedia.org/wiki/British_humour#Race_and_regional_stereotypes]British Humour[/url] is jokes about stereotypes. Sorry if those jokes don't work internationally.
And, now I've seen that people are actually getting offended, I've stopped. You continue to call me 'mr klingon', even though I have told you I don't like it.
Posted by: zero hour mad map maker - Thursday, January 12, 2017 2:08:10 PM
I think you both might be forgetting this [stuck_out_tongue] :
[quote=adrianemapmaker;142803]Can You Stop Guys I dont Want To Do another Thread ... I dont want to talk about this.. ok Lets start Again ..
[/quote]
Posted by: SkyMix_RMT - Thursday, January 12, 2017 2:35:25 PM
There's another thing you can't do with map.inis:
Create locomotors, you can only use or modify existing ones.
Posted by: klingondragon - Thursday, January 12, 2017 2:37:42 PM
That explains why my crop-duster ini (made to help someone in another thread) only worked when I used existing locomotors.
Posted by: AdrianeMapMaker - Friday, January 13, 2017 2:01:46 AM
[b]Question:15[/b]
How to Do A New CommandButton For CommandSet?
i Noticed that In CommandSet.. The Names Of There Button's Is Not The Same
[b]Ex: In CommandSet[/b]
1 = Command_DetonateConvoyTruckNuke (The Name of The Button In The CommandSet)
[b]In CommandButton[/b]
CommandButton ConvoyTruckSuicideWeapon (The Name of The Button)
Posted by: klingondragon - Friday, January 13, 2017 5:46:41 AM
That's because that's a different commandbutton. The names have to be identical.
To create a new commandbutton: copy an existing one and make the required modifications; To add it to the commandset: add the line: ' # = Command_Whatever_You_Called_It'.
Posted by: AdrianeMapMaker - Friday, January 13, 2017 6:27:53 AM
Can AnyOne Helpme..... i Dont Know How To Work With this Command's thingy
i Know Only How Rename them and To Replace Them (TheCode's)
This Is for The Vehicle ConvoyTruckNuke That Being Used To My Infantry Terrorist,It Look Like Completed But When I Tried To Just Rename To What i want ,In Game-They Crash Why? -Need Help-
[code=cpp]
CommandSet GLAInfantryTerroristCommandSet
1 = Command_DetonateConvoyTruckNuke
12 = Command_Stop
End
CommandButton Command_DetonateConvoyTruckNuke
Command = FIRE_WEAPON
WeaponSlot = PRIMARY
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:DetonateNuke
ButtonImage = SNNukeLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipDetonateNuke
End[/code]
Posted by: klingondragon - Friday, January 13, 2017 6:34:51 AM
I've found, when you want to mess with commandsets in map.inis, that renaming the commandset and giving the object the new commandset works (when just modifying the existing one doesn't).
Also, if I understand what you want to do, you need not actually change the commandset and commandbutton. merely the weapon the terrorist has when he runs into things.
As such, you should probably just have some code which looks like this:
[code=plain]Object Terrorist
WeaponSet
PRIMARY = Nuke
End
End[/code]
Obviously with the correct names and stuff.
It is important never to make more changes than you actually need to (at least, not until you get it working).
Posted by: klingondragon - Friday, January 13, 2017 6:40:06 AM
is this the code you're using?:
[url]http://www.cnclabs.com/forums/cnc_postsm142874_Map-ini-code-snippets.aspx#post142874[/url]
If so I think I found a problem:
[code]Object GLAInfantryTerrorist
WeaponSet
Conditions = None
Weapon = PRIMARY TerrorNuke
End
End
Object GLAInfantryTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 3000
InitialHealth = 3000
End
End
Scale = 2
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = SET_NORMAL BasicAmphibiousLocomotor
End[/code]
Should look like:
[code=plain]Object GLAInfantryTerrorist
WeaponSet
Conditions = None
Weapon = PRIMARY TerrorNuke
End
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 3000
InitialHealth = 3000
End
End
Scale = 2
ReplaceModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = SET_NORMAL BasicAmphibiousLocomotor
End[/code]
What I have done is have only one entry for the whole terrorist (instead of 2 (I think this was what caused the crash)).
I also changed your remove and add modules to replace modules (although this shouldn't matter).
Posted by: AdrianeMapMaker - Friday, January 13, 2017 8:15:20 PM
ohhh.... thanks!!!!!!!!
Posted by: klingondragon - Saturday, January 14, 2017 7:11:12 AM
Is it working now?
Posted by: AdrianeMapMaker - Saturday, January 14, 2017 8:13:48 PM
yah , thanks ... i love this community guys
Posted by: zero hour mad map maker - Saturday, January 14, 2017 11:11:00 PM
[quote=adrianemapmaker;142896]yah , thanks ... i love this community guys
[/quote]
Don't we all? [grin] [grin] It definitely grows on ya [sleepy]
Posted by: AdrianeMapMaker - Monday, January 16, 2017 6:29:19 AM
[b]Hey Guys,New.[/b]
[b]Question:16[/b]
In a mod,How you can do another unique Buildcost and also The Buildtime,is it possible in a mod?
[b]Question:17[/b]
the art folder , it will popup after you extract it on the gameroot by using finalbig?
[b]Question:18[/b]
Where do i found some unique Images like tga\dds file for my new unit(I am using the gmax now with the Non-virus renegade mod tool) is there a purposed program to do this?Need help on this guys thanks
Thanks in advance[joy] .
Posted by: klingondragon - Monday, January 16, 2017 6:57:26 AM
16. Yes. Simply change that line of code in the object's ini code.
17. Do you mean "When you extract the art big files, Will the art folder be created?"?
If so, Yes but I wouldn't advise doing this. I'd advise extracting the folders to your documents and copying files to the game folder when you need to use them.
18. Try paint.net. You can either create an image in there, or load an existing image and change the file type.
Posted by: zero hour mad map maker - Monday, January 16, 2017 7:25:35 AM
[quote=adrianemapmaker;142971][b]Hey Guys,New.[/b]
[b]Question:18[/b]
Where do i found some unique Images like tga\dds file for my new unit(I am using the gmax now with the Non-virus renegade mod tool) is there a purposed program to do this?Need help on this guys thanks
Thanks in advance[joy] .[/quote]
[url=http://www.getpaint.net/index.html]Paint.Net[/url]has full support of those files and can convert any image file into dds or tga. If you want a new image either make one yourself, or find one. (Most likely they'll be in png, jpeg, or bmp format)
Once you have your image, you can open it with Paint.net and click the save-as feature. Then from the drop down list, you'll be able to save it as any format you like. In this case you'll want to save it as a tga, or a dds.
I use Paint.net as my photoshop, lol.
Posted by: acidbrain - Monday, January 16, 2017 7:49:11 AM
[quote=Zero Hour Mad Map Maker;142973]convert any image file into dds or tga[/quote]
If everything goes as I have planned it my new CameoStudio application that im building is also able to convert images into .dds or .tga...
Figuring out a java library I have downloaded atm, .tga and .dds related stuff, new for me so it might take some time...
Greetz
Posted by: AdrianeMapMaker - Tuesday, January 17, 2017 5:22:49 AM
[quote=KlingonDragon;142972]
17. Do you mean "When you extract the art big files, Will the art folder be created?"?
If so, Yes but I wouldn't advise doing this. I'd advise extracting the folders to your documents and copying files to the game folder when you need to use them. [/quote]
[b]
like a backup right? actually modding the game without any backup is Just messing your good game[img]https://www.cnclabs.com/forums/images/emoticons/gwicon_nuke.gif[/img] .[/b]
Posted by: klingondragon - Tuesday, January 17, 2017 5:42:38 AM
Precisely.
When I first started modding, I directly edited the INIZH.big files.
What I do now is have all the .big files extracted into a folder in my documents. I copy from there into the game when I want to mod.
Posted by: renaissance - Tuesday, January 17, 2017 11:29:43 AM
[quote=adrianemapmaker;142971][b]Question:18[/b]
Where do i found some unique Images like tga\dds file for my new unit(I am using the gmax now with the Non-virus renegade mod tool) is there a purposed program to do this?Need help on this guys thanks[/quote]
A tip: a foolproof way of naking sure new art files are 100% correctly formatted is to edit a copy of an existing texture. Just remember to rensme the file to something unique.
Posted by: klingondragon - Tuesday, January 17, 2017 1:13:11 PM
I find it easier to just have one image per image file. That way you just check the dimensions and don't have to mess around with working out where things are. The game will resize it for you (I once used a 3000 by 3000 picture where the game usually had a 150 by 150).
Posted by: AdrianeMapMaker - Tuesday, January 24, 2017 6:08:30 AM
i have the civilian prop model
so,here the another question
[b]Question:19[/b]
1.i tried to name the ini ,the civilian prop ini(where the object code is there) is it right?
2.then i tried to made the w3d and texture model in one bigfile without containing them in the folder is it right,again?
3. and now i didnt know where to place it (actually you didnt said to me the answer for this) .... (optional)if its not on the big file im sure i will just mod the game in its original file ?
Posted by: klingondragon - Tuesday, January 24, 2017 10:29:24 AM
19.1: Object inis can have any name as long as they're in the object folder.
19.2: You need to make sure the path is correct. It doesn't matter how you separate the files.
19.3: the big archive should be placed in either the game root (mods the game) or in your Generals data folder in your documents (allows you to create a separate shortcut for that mod).
I hope that answers your questions. I found it hard to work out what you actually wanted. Your English is still quite poor.
Posted by: AdrianeMapMaker - Wednesday, January 25, 2017 5:16:11 AM
[quote=acidbrain;142814]If you want to use your own big file it is handy to have a separate shortcut so the game knows what to run...
Here is how to do it:
1. Go to your game root and select generals.exe
2. Right click and select create shortcut
3. cut/paste the new shortcut to your desktop and name it, mod name would be handy
4. select the shortcut, right click and select properties
5. locate the source and add -mod yourmod.BIG to it, apply and voilla you have just created a shortcut to your mod...
Be sure that there is a space between the end of the source path and -mod yourmod.BIG so something like this: ¨somekindofpath\blabla.exe¨ -mod yourmod.BIG
Check the first post I made again, there is a link with possible switches
Greetz[/quote]
[b]
kinda need more detailed answer(need an picture too for more detailedness lol) about the shortcut, about the path ..
or just can someone can give me the path that i need[/b]
[img]https://s6.postimg.org/6mr52uh8x/shortcut_properties.png[/img]
[b]i need an directory for my Map minimod[/b] should be start on documents
Thanks for Advannnnceeeeeeeeeeeeeeeee[grin] [+1]
[b]EDIT:
so do i just need to add this[/b] ? -mod ?
and left the other's behind ?
Posted by: acidbrain - Wednesday, January 25, 2017 5:58:06 AM
You can add the switch to the target, so
¨D:\GAMES\Command and Conquer Generals\generals.exe¨ -mod bigfilename.BIG
Greetz
Posted by: klingondragon - Wednesday, January 25, 2017 8:10:14 AM
But don't change the start in field.
And your .big should be in 'Your Documents\Command and Conquer Generals Data\'
Posted by: AdrianeMapMaker - Wednesday, February 1, 2017 7:28:29 AM
[b]Guys New:
Glitches All Around[/b]
[b]1.Cant We Repositioned the CommandButtons In Map.Ini ?
Preview:[/b]
[img]https://s28.postimg.org/dvrgize8d/Awesome_Glitch_in_Map_ini.png[/img]
[b]
2.Using Remove CommandButton From An Object Type Script Not Working?
3.All We Can Do in Commandset In Map ini Is Adding And and Replacing Not Removing?
[/b]
Posted by: klingondragon - Wednesday, February 1, 2017 7:51:05 AM
You can remove in a map.ini. the best way is probably to: duplicate the commandset, give it a new name, give the object the new commandset, do what you want to the commandset.
Posted by: AdrianeMapMaker - Wednesday, February 8, 2017 4:53:49 AM
[quote=KlingonDragon;143351] duplicate the commandset, give it a new name, give the object the new commandset, do what you want to the commandset.[/quote]
[b]
So What Will be The Set On The Object Code in The **Design Parameters**
[/b]
Posted by: klingondragon - Wednesday, February 8, 2017 5:52:04 AM
Design parameters doesn't really mean anything. It's just a note for the developers. It breaks up the code.
Posted by: AdrianeMapMaker - Sunday, February 12, 2017 6:17:57 AM
New:
How My Button Speak ;Like I want To Click The Commandbutton NuclearMissile and Then My Eva Will Say's 'Select Target'. How?[wink]
Posted by: acidbrain - Sunday, February 12, 2017 9:00:30 AM
[quote=adrianemapmaker;143546]New:
How My Button Speak ;Like I want To Click The Commandbutton NuclearMissile and Then My Eva Will Say's 'Select Target'. How?[wink] [/quote]
If im not mistaking that is not possible...
Posted by: klingondragon - Sunday, February 12, 2017 9:09:57 AM
I think the EVA's are hardcoded. You can change the audio played. But not the conditions.
[code=plain]; FILE: Eva.ini
; Valid EvaEvents are:
; lowpower
; insufficientfunds
; superweapondetected_own_particlecannon
; superweapondetected_own_nuke
; superweapondetected_own_scudstorm
; superweapondetected_ally_particlecannon
; superweapondetected_ally_nuke
; superweapondetected_ally_scudstorm
; superweapondetected_enemy_particlecannon
; superweapondetected_enemy_nuke
; superweapondetected_enemy_scudstorm
; superweaponlaunched_own_particlecannon
; superweaponlaunched_own_nuke
; superweaponlaunched_own_scudstorm
; superweaponlaunched_ally_particlecannon
; superweaponlaunched_ally_nuke
; superweaponlaunched_ally_scudstorm
; superweaponlaunched_enemy_particlecannon
; superweaponlaunched_enemy_nuke
; superweaponlaunched_enemy_scudstorm
; superweaponready_own_particlecannon
; superweaponready_own_nuke
; superweaponready_own_scudstorm
; superweaponready_ally_particlecannon
; superweaponready_ally_nuke
; superweaponready_ally_scudstorm
; superweaponready_enemy_particlecannon
; superweaponready_enemy_nuke
; superweaponready_enemy_scudstorm
; buildinglost
; baseunderattack
; allyunderattack
; beacondetected
; enemyblacklotusdetected
; enemyjarmenkelldetected
; enemycolonelburtondetected
; ownblacklotusdetected
; ownjarmenkelldetected
; owncolonelburtondetected
; unitlost
; generallevelup
; vehiclestolen
; buildingstolen
; cashstolen
; upgradecomplete
; buildingbeingstolen
; buildingsabotaged
; SuperweaponLaunched_Own_GPS_Scrambler,
; SuperweaponLaunched_Ally_GPS_Scrambler,
; SuperweaponLaunched_Enemy_GPS_Scrambler,
; SuperweaponLaunched_Own_Sneak_Attack,
; SuperweaponLaunched_Ally_Sneak_Attack,
; SuperweaponLaunched_Enemy_Sneak_Attack,
; Note: you must give the sound EACH SIDE will play, including special Generals!
; Warning: Giving an EvaEvent a Priority of zero will cause it never to play! (The default priority is 1)[/code]
Posted by: acidbrain - Sunday, February 12, 2017 9:13:36 AM
Hence the not possible...[+1]
Posted by: AdrianeMapMaker - Monday, February 13, 2017 4:02:22 AM
So I Cant Place The Unused Eva Event?
Posted by: Zatsupachi - Monday, February 13, 2017 10:41:03 AM
I think you can use a UnitSpecificSound when the button is clicked. You just to specify an entry from Voice.ini
That's how Comanche's Rocket Pods worked.
Posted by: AdrianeMapMaker - Thursday, February 23, 2017 5:48:46 AM
[b]New:
-Is it posible to add a upgradecameo in an map.ini
With its New Behavior Moduletag in a Unit-[/b]
Posted by: AdrianeMapMaker - Saturday, February 25, 2017 3:48:05 AM