Posted by: smokezalot16 - Saturday, January 21, 2017 8:20:14 AM
i need to know how i can add chinese nuclear carpet bombing to US airforce General. Here is the Nuke carpet bomb science -
Science Early_SCIENCE_ChinaCarpetBombNuke
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank5
SciencePurchasePointCost = 3
IsGrantable = Yes
DisplayName = SCIENCE:ChinaCarpetBombNuke
Description = CONTROLBAR:ToolTipChinaScienceCarpetBombNuke
End
Here is Where i want to put it
CommandSet AirF_SCIENCE_AMERICA_CommandSetRank3
1 = Command_PurchaseScienceLeafletDrop
2 = Command_PurchaseSciencePathfinder
4 = Command_PurchaseScienceHelicopterReinforcements1
5 = Command_PurchaseScienceHelicopterReinforcements2
6 = Command_PurchaseScienceHelicopterReinforcements3
8 = Command_PurchaseScienceSpectreGunship1
9 = Command_PurchaseScienceSpectreGunship2
10 = Early_Command_PurchaseScienceEmergencyRepair2
11 = Early_Command_PurchaseScienceEmergencyRepair3
13 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1
14 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2
15 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3
END
I want to get rid of 1 = Command_PurchaseScienceLeafletDrop and put Early_Command_PurchaseScienceCarpetBombNuke , I dont know Why It says "Early_Command" is this a problem? Should I Delete the "Early_" Part? Any Help would be Appriciated - Thank you
Posted by: Zatsupachi - Saturday, January 21, 2017 9:40:26 AM
-You can make a copy of that SCIENCE. And change SCIENCE_CHINA to SCIENCE_AMERICA.
-Add the PurchaseScience button to that CommandSet
-The PurchaseScience your looking for is probably Nuke_SCIENCE_CHINA_CommandSetRank8.
-Then add the OCLSpecialPower from Nuke_ChinaCommandCenter to the correct CommandCenter.
-Then update that CommandCenter's CommandSet with Nuke_Command_ChinaCarpetBomb on that CommandCenter's CommandSet.
-And update AirF_SpecialPowerShortcutUSA with Nuke_Command_ChinaCarpetBombFromShortcut.
Posted by: klingondragon - Saturday, January 21, 2017 1:58:00 PM
Posted by: smokezalot16 - Monday, January 23, 2017 8:03:28 AM
Thanks guys you helped me figure it out - one more question .. whats a module tag? i know i need it for generals power to work but one of the powers im trying to use doesnt have a module tag i can just copy and paste from a faction command center ini. any idea what it is and how i might create one? Does the moduletag number mean any thing? HELP . and thank you [smile]
Posted by: klingondragon - Monday, January 23, 2017 8:25:15 AM
All modules should have a unique module tag. EA uses ascending numbers. Often modders use very high numbersĀ or add letters to the tags to ensure they don't conflict with existing modules.
Posted by: smokezalot16 - Monday, January 23, 2017 8:37:31 AM
is there any way to open up the list of module tags? i use Final.big , is it availible in there at all?
Posted by: klingondragon - Monday, January 23, 2017 8:51:51 AM
It really doesn't matter what the tag is. It matters what the module behavior is.
[code=plain] Behavior = PhysicsBehavior ModuleTag_07
Mass = 5.0
End[/code]
Posted by: Zatsupachi - Monday, January 23, 2017 12:37:24 PM
Here's a thread linking the list of ModuleTags: http://www.cnclabs.com/forums/cnc_postst12909_List-of-INI-modules.aspx
Posted by: klingondragon - Monday, January 23, 2017 12:39:47 PM
Again, Those aren't actually the [b] module tag[/b]s.
Posted by: CommieDog - Tuesday, January 24, 2017 4:37:03 AM
[quote=smokezalot16;143162]is there any way to open up the list of module tags? i use Final.big , is it availible in there at all?[/quote]
Any string can be a module tag, as long as it's unique. The following module is valid:
[code] Behavior = PhysicsBehavior MyModIsTheBestestModEVAR
Mass = 5.0
End[/code]