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
[url]http://www.cnclabs.com/modding/generals/creating-a-new-generals-power.aspx[/url]

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]