Posted by: Apocalypse232 - Thursday, September 20, 2018 4:25:07 PM
Yo! I have a question. What are the modules, and how to view,edit or make them? BTW I have the Module Guide by DeeZire

Posted by: klingondragon - Thursday, September 20, 2018 6:32:26 PM
A module is a section of code used by objects. to view the module you simply open the ini file in a text editor to edit a module you simply edit the ini file in a text editor to make a module you simply edit the ini file in a text editor

Posted by: Apocalypse232 - Friday, September 21, 2018 7:16:38 AM
where are they located exactly?

Posted by: UTD^Force - Friday, September 21, 2018 10:12:01 AM
What do you mean by module? Do you mean the ModuleTag_XX in the code of the objects? [code=cpp] Body = ActiveBody ModuleTag_03 MaxHealth = 600.0 InitialHealth = 600.0 End[/code] If you mean this, then KlingonDragon answered you. -------------------- If you mean this: [code=cpp] Draw = W3DOverlordAircraftDraw ModuleTag_01 ;----NORMAL------------- DefaultConditionState Model = AVSGunship WeaponFireFXBone = PRIMARY MUZZLE WeaponFireFXBone = SECONDARY MUZZLE WeaponMuzzleFlash = PRIMARY MUZZLEFX WeaponMuzzleFlash = SECONDARY MUZZLEFX End End[/code] Then you want to edit the W3D Model, they are located in zero hour's directory, in W3DZH.big file (you need finalbig to extract it) or in Art\W3D folder. To edit W3D models you need Gmax or a program like it, Gmax is in our downloads section.

Posted by: klingondragon - Friday, September 21, 2018 4:16:15 PM
The modules are inside the object codes and the object codes are in the ini files in the objects folder inside the ini folder inside the data folder inside INIZH.big

Posted by: Unknown Editor - Saturday, September 22, 2018 12:14:44 AM
You can extract them using FinalBIG.exe or perhaps you can just use the uploaded file down here : Note : In the ZIP , there is an extra file called Module List , It is formatted in text not INI , so it has no effects on game , Inside of which , There is information about Modules filled by Experts . [ATTACH]2171[/Attach]

Posted by: Zatsupachi - Sunday, September 23, 2018 1:58:48 PM
Modules are the behaviors of certain objects They can define various things like Health, What 3d models to use, whether or not the object is capable of doing certain tasks like producing units/upgrades, performing abilities such as Capture Building. You'll find them easily by just looking through object code.

Posted by: Apocalypse232 - Friday, September 28, 2018 1:45:18 AM
I want to make a module that changes nuke Battlemaster and overlords speeds after an upgrade (for Nuke General). The upgrade is fusion reactors. as you know the Nuke tanks by default come with this upgarde, I want them to start with NuclearTank Upgarde: NuclearOverlordLocomotor and NuclearbattlemasterLocomotor and then upgrade their speed further by Fusion Rector Upgarde. What do i need to do? How can i make make a module of my own, and where should i make it (in which INI file exactly) Can I write the code in any INI file for this?

Posted by: UTD^Force - Friday, September 28, 2018 9:53:31 AM
;------------------------------------------------------------------------------ Locomotor BattleMasterLocomotor Surfaces = GROUND Speed = 25 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor NuclearBattleMasterLocomotor Surfaces = GROUND Speed = 35 ; 33% faster than normal SpeedDamaged = 32 ; 33% faster than normal TurnRate = 180 ;120 ; 33% faster than normal TurnRateDamaged = 180 ;80 ; 33% faster than normal Acceleration = 1000 ;240 ; 33% faster than normal AccelerationDamaged = 1000 ;240 ; 33% faster than normal Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor OverlordLocomotor Surfaces = GROUND Speed = 20 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 60 ;25 ; in degrees/sec TurnRateDamaged = 60 ;20 ; in degrees/sec Acceleration = 15 ; in dist/(sec^2) AccelerationDamaged = 15 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor NuclearOverlordLocomotor Surfaces = GROUND Speed = 30 ; 33% faster than normal SpeedDamaged = 30 ; 33% faster than normal TurnRate = 60 ;32 ; 33% faster than normal TurnRateDamaged = 60 ;27 ; 33% faster than normal Acceleration = 30 ; 33% faster than normal AccelerationDamaged = 30 ; 33% faster than normal Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End

Posted by: Apocalypse232 - Friday, September 28, 2018 12:21:08 PM
Thank you for reply. Well pardon me for asking too much, but I'm afraid you are wrong. I don't ask help for every little matter. I try modding stuff by myself, look through other mods INI files, and Test the changes I make in the game, but when I get tired of trying, I come here and ask for help from you guys. I'm not forcing you to answer me. You are very generous for replying to me and I appreciate that. I still don't know how modules work OK? Is there a certain file that holds all the module tags? If so, which one is it? If not then how do i make a module?

Posted by: UTD^Force - Friday, September 28, 2018 3:05:25 PM
It was just an advice, because you ask for the simplest things I thought you weren't trying to read the code and understand it, my bad. --------------------------------------------------------- Do you mean a list of all modules? Here it is: http://www.cnclabs.com/forums/cnc_postst12909_List-of-INI-modules.aspx EDIT: This list actually has everything you need in INI coding.