Posted by: Rusa Kambangan - Monday, July 15, 2019 4:16:58 AM
Hi guys! :D So, I've been thinking about combining the best mods into one, and right now I'm adding Russia's Rapid Deployment General from RoTR. I renamed the faction into Russia Airborne General (might change into Russia Special Forces General) and replaced Orlov with Zhana Agonskaya. I've done the INI coding for the Playertemplate.ini and the dozer, The problem is, it won't mean anything unless I add images (medallions, general's powers windows, portrait, scorescreen, etc.) My first question is how do I add new medallions, portraits, etc into the existing ini? Where do I even find the images used in the ini? Also, how do I edit the words that show on the skirmish loading screen? Thanks in advance.

Posted by: Apocalypse232 - Monday, July 15, 2019 9:00:08 AM
The images are located in the Game's directory, in a file named "EnglishZH.big". You need an application called FinalBIG which you can download from here: https://www.moddb.com/games/cc-generals-zero-hour/downloads/final-big-editor Open the file "EnglishZH.big" with FinalBIG and you will see files with .tga file extension. You can see its preview on the right hand side and you can even extract it. If you want to copy the images from a mod you will probably have to look for a file with a different name. For example: The shockwave mod stores its images in a file called "!!Shw_cicons.gib" for files like these change the type of the file to ".big" by renaming it. You will also need to look for a folder named "MappedImages" as it is very crucial since it contains the necessary codes for the images. You will probably find this folder in any file with "INI" in it. For Zero Hour it is found in "INIZH.big". To edit the words on the Skirmish loading screen you need to edit a file called "Generals.str", which I attached to this post. You can edit it as per you want and then move it to "Data" folder in the Game's directory. If you need further help don't hesitate to ask[wink] Hope that helps![sunglasses] [ATTACH]2240[/Attach]

Posted by: Rusa Kambangan - Monday, July 15, 2019 10:54:03 PM
[quote=apocalypse232;148991]The images are located in the Game's directory, in a file named "EnglishZH.big". You need an application called FinalBIG which you can download from here: https://www.moddb.com/games/cc-generals-zero-hour/downloads/final-big-editor Open the file "EnglishZH.big" with FinalBIG and you will see files with .tga file extension. You can see its preview on the right hand side and you can even extract it. If you want to copy the images from a mod you will probably have to look for a file with a different name. For example: The shockwave mod stores its images in a file called "!!Shw_cicons.gib" for files like these change the type of the file to ".big" by renaming it. You will also need to look for a folder named "MappedImages" as it is very crucial since it contains the necessary codes for the images. You will probably find this folder in any file with "INI" in it. For Zero Hour it is found in "INIZH.big". To edit the words on the Skirmish loading screen you need to edit a file called "Generals.str", which I attached to this post. You can edit it as per you want and then move it to "Data" folder in the Game's directory. If you need further help don't hesitate to ask[wink] Hope that helps![sunglasses][/quote] Alright, I've found and made the images I need. Now, how do I edit existing tga images (cameo sheets, general portrait, medallions) without breaking the game? Cameo Studio won't open tga files.

Posted by: AdrianeMapMaker - Tuesday, July 16, 2019 7:59:19 PM
edit them via paint.net or what ever app you like - crop them into images and mapped it with cameo studio

Posted by: Rusa Kambangan - Wednesday, July 17, 2019 10:43:40 AM
[quote=adrianemapmaker;148993]edit them via paint.net or what ever app you like - crop them into images and mapped it with cameo studio[/quote] You sure that'd work? Wouldn't adding new cameo sheets be better? Would adding new cameo sheets even be a feasible option?

Posted by: AdrianeMapMaker - Friday, July 19, 2019 8:27:03 AM
[quote=Rusa Kambangan;148998] You sure that'd work? Wouldn't adding new cameo sheets be better? Would adding new cameo sheets even be a feasible option? [/quote] yes , thats what i am talking about .. thats procedures. ... if you want a harder way , dont use cameo studio and mapped it yourself (DEFINING COORDINATES of THE CAMEOS MANUALLY )

Posted by: Rusa Kambangan - Saturday, July 20, 2019 3:03:58 AM
Okay, new problem - the cameo size for the challenge loading screen (winloss something.tga) and the medallions are of different size than regular cameos. How do I find out the size of these cameos? Also, cameos from cameo studio can't go bigger than 120x96 pixels, and the generals challenge loading screen portrait is much larger than that. Is there any way to circumvent this?

Posted by: Apocalypse232 - Saturday, July 20, 2019 2:58:25 PM
I suggest you just copy the textures(Cameos, portraits, medalions, etc...) you like from other mods and add them to your mod.

Posted by: Rusa Kambangan - Saturday, July 20, 2019 11:09:12 PM
[quote=apocalypse232;149002]I suggest you just copy the textures(Cameos, portraits, medalions, etc...) you like from other mods and add them to your mod.[/quote] The idea is to put RA3 Generals in ZH, and no mod has done that. Besides, I made my own medallions perfect for them, so...

Posted by: AdrianeMapMaker - Sunday, July 21, 2019 12:28:22 AM
just copy the existing generals challenge textures and tampered it with your desired image .... then use the coordinates used on that big ass picture got it ? .. then your done.

Posted by: Rusa Kambangan - Sunday, July 21, 2019 6:40:31 AM
[quote=adrianemapmaker;149005]just copy the existing generals challenge textures and tampered it with your desired image .... then use the coordinates used on that big ass picture got it ? .. then your done.[/quote] Okay, I'm done with the cameo sheet. I'm worried about the ini tho, because it literally says "do not edit by hand". I'm worried that adding new strings would break the game.

Posted by: AdrianeMapMaker - Tuesday, July 23, 2019 9:36:10 AM
that comment is for the one who work for ea ... just ignore it .. do what you wanted :P

Posted by: Rusa Kambangan - Tuesday, July 23, 2019 9:51:06 AM
[quote=adrianemapmaker;149008]that comment is for the one who work for ea ... just ignore it .. do what you wanted :P [/quote] I made a whole new cameo sheet just to be safe. Now, on to more complicated problems. I opened up Russia's Crane model on RenX and started putting up skins. The skin for the wheels are on a separate file than the skin for the rest of the unit and so are the lights coming out from..well, the headlights. Now, I have 2 issues: 1. When I tried applying the wheel skin, all I get is a black cylinder. Is this normal? The files are literally the same files from the original ROTR. 2.I need to know where the light skins should be. [ATTACH]2241[/Attach]

Posted by: AdrianeMapMaker - Thursday, July 25, 2019 7:36:07 PM
you can see the light skin in the zh/gen original files lightbeam.dds iirc if you get black cylinder then mapped it manually

Posted by: Rusa Kambangan - Monday, July 29, 2019 1:09:47 AM
[quote=adrianemapmaker;149012]you can see the light skin in the zh/gen original files lightbeam.dds iirc if you get black cylinder then mapped it manually[/quote] How do I map it manually? Never mind, found the skin for the wheels. Now, which big contains the lightbeam? I thought it was textureszh.big, but I've been bamboozled.

Posted by: AdrianeMapMaker - Monday, July 29, 2019 8:56:07 AM
had you tried textures.big in generals folder (not zh) some of the missing textures can be found only on generals

Posted by: Rusa Kambangan - Tuesday, July 30, 2019 5:42:11 AM
[quote=adrianemapmaker;149017]had you tried textures.big in generals folder (not zh) some of the missing textures can be found only on generals[/quote] You're right, thanks! Now, on to the animation. The original ini file from ROTR for the crane looked like this (I added the word "airborne" though, the rest is unchanged: [quote] ;------------------------------------------------------------------------------ ;Russia Construction Crane or RussiaCrane Object Airborne_RussiaVehicleDozer ; *** ART Parameters *** SelectPortrait = SRDozer_L ButtonImage = SRDozer Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = RVCrane Animation = RVCrane.RVCrane AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = EXHAUST01 DozerSmokeLight TransitionKey = TRANS_IDLE End AliasConditionState = MOVING ConditionState = ACTIVELY_CONSTRUCTING Model = RVCrane_A1 Animation = RVCrane_A1.RVCrane_A1 AnimationMode = LOOP ParticleSysBone = EXHAUST01 DozerSmokeHeavy TransitionKey = TRANS_CONSTRUCTING End AliasConditionState = ACTIVELY_CONSTRUCTING MOVING TransitionState = TRANS_IDLE TRANS_CONSTRUCTING Model = RVCrane Animation = RVCrane.RVCrane AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = EXHAUST01 DozerSmokeHeavy End TransitionState = TRANS_CONSTRUCTING TRANS_IDLE Model = RVCrane Animation = RVCrane.RVCrane AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES AnimationSpeedFactorRange = 1.8 1.8 ParticleSysBone = EXHAUST01 DozerSmokeHeavy End ;Damaged ConditionState = REALLYDAMAGED Model = RVCrane_D Animation = RVCrane_D.RVCrane_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = EXHAUST01 DozerSmokeLight TransitionKey = TRANS_DAMAGED_IDLE End AliasConditionState = REALLYDAMAGED MOVING ConditionState = REALLYDAMAGED ACTIVELY_CONSTRUCTING Model = RVCrane_DA1 Animation = RVCrane_DA1.RVCrane_DA1 AnimationMode = LOOP ParticleSysBone = EXHAUST01 DozerSmokeHeavy TransitionKey = TRANS_DAMAGED_CONSTRUCTING End AliasConditionState = REALLYDAMAGED ACTIVELY_CONSTRUCTING MOVING TransitionState = TRANS_DAMAGED_IDLE TRANS_DAMAGED_CONSTRUCTING Model = RVCrane_D Animation = RVCrane_D.RVCrane_D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = EXHAUST01 DozerSmokeHeavy End TransitionState = TRANS_DAMAGED_CONSTRUCTING TRANS_DAMAGED_IDLE Model = RVCrane_D Animation = RVCrane_D.RVCrane_D AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 1.8 1.8 Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = EXHAUST01 DozerSmokeHeavy End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftFrontTireBone = Tire03 MidRightFrontTireBone = Tire04 LeftRearTireBone = Tire05 RightRearTireBone = Tire06 MidLeftRearTireBone = Tire07 MidRightRearTireBone = Tire08 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. End ; ***DESIGN parameters *** DisplayName = OBJECT:ConstructCrane Side = RussiaAirborneGeneral EditorSorting = VEHICLE TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds VisionRange = 200 ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = DozerArmor ;Special Explosion-Proof Armor DamageFX = TankDamageFX End ExperienceValue = 5 5 5 5 ;Experience point value at each level CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AirB_RussiaDozerCommandSet ; *** AUDIO Parameters *** VoiceSelect = DozerRussiaVoiceSelect VoiceMove = DozerRussiaVoiceMove VoiceEnter = DozerRussiaVoiceMove VoiceAttack = DozerRussiaVoiceMove VoiceTaskComplete = DozerRussiaVoiceBuildComplete SoundMoveStart = RussianDozerMoveStart SoundMoveStartDamaged = RussianDozerMoveStart UnitSpecificSounds VoiceCreate = DozerRussiaVoiceCreate VoiceCrush = DozerRussiaVoiceMove VoiceNoBuild = DozerRussiaVoiceCannotBuild VoiceRepair = DozerRussiaVoiceRepair VoiceDisarm = DozerRussiaVoiceMove VoiceEnter = DozerRussiaVoiceMove VoiceBuildResponse = DozerRussiaVoiceBuild End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD VEHICLE SCORE SELECTABLE CANNOT_RETALIATE CAN_CAST_REFLECTIONS DOZER CANNOT_RETALIATE IMMUNE_TO_CAPTURE Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 SubdualDamageCap = 400 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 3000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL RussianVehicleDozerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_RussiaDozerExplode FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 End Behavior = FXListDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = DestroyDie ModuleTag_24 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = AutoHealBehavior ModuleTag_AutoRepair01 StartsActive = Yes HealingAmount = 5 HealingDelay = 1000 StartHealingDelay = 3000 End Behavior = StealthUpdate ModuleTag_GPSStealth01 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY FIRING_TERTIARY RIDERS_ATTACKING InnateStealth = Yes RequiredStatus = REASSIGN_PARKING ;Used exclusively by the GPS Scrambler OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = EjectPilotDie ModuleTag_HijackerEmerge01 DeathTypes = ALL -CRUSHED -SPLATTED RequiredStatus = HIJACKED VeterancyLevels = ALL GroundCreationList = OCL_HijackerEmerge AirCreationList = OCL_HijackerEmergeViaParachute End Behavior = FXListDie ModuleTag_HijackerEmerge02 RequiredStatus = HIJACKED DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_HijackerEmerge End Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 8.0 GeometryHeight = 20.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End [/quote] Does that mean the animations come with the model or do I have to do that myself too?

Posted by: AdrianeMapMaker - Wednesday, July 31, 2019 12:34:12 AM
Leave it as it is .. changing model names per faction that they will be used isnt really required (all models can be used on all factions that you wanted .. changing name of w3d models requires tricky stuff .. its hard , its not too simple as you know it )

Posted by: Rusa Kambangan - Wednesday, July 31, 2019 12:45:22 AM
[quote=adrianemapmaker;149026]Leave it as it is .. changing model names per faction that they will be used isnt really required (all models can be used on all factions that you wanted .. changing name of w3d models requires tricky stuff .. its hard , its not too simple as you know it )[/quote] So the animations are already there?

Posted by: AdrianeMapMaker - Wednesday, July 31, 2019 1:01:58 AM
ofcourse ( as long those animation files existed in your big) DUHHH

Posted by: Rusa Kambangan - Thursday, August 1, 2019 11:57:40 PM
Okay, I applied the correct skin for the Russian crane and saved it where I should, but when I opened the same model on RenX, it got blank again. Is this normal?

Posted by: AdrianeMapMaker - Saturday, August 3, 2019 9:01:22 PM
yep its normal unless both textures and model are in the same folder when you open the model in gmax

Posted by: Rusa Kambangan - Sunday, August 4, 2019 1:45:12 AM
[quote=adrianemapmaker;149045]yep its normal unless both textures and model are in the same folder when you open the model in gmax[/quote] Okay, then how would I know which ones I skinned correctly? My memory isn't all that good.

Posted by: AdrianeMapMaker - Sunday, August 4, 2019 4:24:10 AM
when the model loooks good and doesnt look like a cramped mess

Posted by: Rusa Kambangan - Tuesday, August 6, 2019 9:15:57 AM
Done both the crane textures and textures for the command center. I heard adding buildings work differently from adding units. Is there a tutorial I can look up?

Posted by: AdrianeMapMaker - Wednesday, August 7, 2019 4:26:38 AM
what do you mean adding new building ... work differently from adding units ? you talking about texturing ? if not adding new buildings are not totally different adding new units ... building requires commandset and commandbutton like units .

Posted by: Rusa Kambangan - Wednesday, August 7, 2019 6:50:29 AM
Okay, new problem. Again. ZH wouldn't start because there were technical difficulties, so I opened up Worldbuilder instead and said there was something wrong with my science.ini file. Could someone point out the problem and how I could fix it? [ATTACH]2246[/Attach]

Posted by: SkyMix_RMT - Wednesday, August 7, 2019 7:46:03 AM
[quote=Rusa Kambangan;149072]Okay, new problem. Again. ZH wouldn't start because there were technical difficulties, so I opened up Worldbuilder instead and said there was something wrong with my science.ini file. Could someone point out the problem and how I could fix it?[/quote] The error you get in World Builder usually teels you in which line it detected a problem, can you screenshot the world builder error and post it here?

Posted by: Rusa Kambangan - Wednesday, August 7, 2019 9:08:21 AM
Here you go [ATTACH]2247[/Attach]

Posted by: Apocalypse232 - Wednesday, August 7, 2019 12:58:47 PM
You have to define the new science in "science.ini". If you have done so, check that you have placed the edited "science.ini" in the correct location (EA Games\Command and Conquer Generals Zero Hour\Data\INI).

Posted by: Rusa Kambangan - Wednesday, August 7, 2019 11:41:21 PM
[quote=apocalypse232;149075]You have to define the new science in "science.ini". If you have done so, check that you have placed the edited "science.ini" in the correct location (EA Games\Command and Conquer Generals Zero Hour\Data\INI).[/quote] How exactly do I define the new science? I don't plan on adding anything yet, I just want to test my project first.

Posted by: AdrianeMapMaker - Thursday, August 8, 2019 6:41:40 AM
what did you do - before this things happens?

Posted by: Biopreparat - Thursday, August 8, 2019 12:33:27 PM
Hi, i´m new to this side and i´m working on something similar as you do. I try to port a Europe Side to shockwave mod. As far as i understand u just copied the building .ini from ROTR to SW, therefore there is no ROTR sience in any of your ini files. So in my opinion you have to options here. first: exchange the ROTR sience u have in the buildings ini to something u like (USA science) or second: just semicolon (;) every science hope that works...

Posted by: Rusa Kambangan - Tuesday, August 13, 2019 2:31:53 AM
[quote=adrianemapmaker;149078]what did you do - before this things happens?[/quote] Added the Russian crane and command center. [quote=Biopreparat;149081]Hi, i´m new to this side and i´m working on something similar as you do. I try to port a Europe Side to shockwave mod. As far as i understand u just copied the building .ini from ROTR to SW, therefore there is no ROTR sience in any of your ini files. So in my opinion you have to options here. first: exchange the ROTR sience u have in the buildings ini to something u like (USA science) or second: just semicolon (;) every science hope that works...[/quote] I tried your first option. I can't place duplicate sciences, it won't work.

Posted by: AdrianeMapMaker - Tuesday, August 13, 2019 7:57:52 AM
then the problem is on those 2 check it carefully

Posted by: Rusa Kambangan - Tuesday, August 13, 2019 9:59:58 AM
[quote=adrianemapmaker;149101]then the problem is on those 2 check it carefully [/quote] Not really, worldbuilder says the science is the problem. Nothing wrong with the new unit or the building.

Posted by: AdrianeMapMaker - Friday, August 16, 2019 9:34:03 PM
can i check the science? and the crash log

Posted by: Rusa Kambangan - Saturday, August 17, 2019 1:41:23 AM
[quote=adrianemapmaker;149115]can i check the science? and the crash log[/quote] Here's the science, I don't know where to get the crash log. [ATTACH]2259[/Attach]

Posted by: Apocalypse232 - Saturday, August 17, 2019 9:35:46 AM
Crash log can be found in: Documents\Command and Conquer Generals Zero Hour Data

Posted by: Rusa Kambangan - Sunday, August 25, 2019 6:53:25 AM
[quote]Release Crash at Sun Aug 25 18:28:53 2019 ; Reason Error parsing INI file 'Data\INI\PlayerTemplate.ini' (Line: 'PlayerTemplate FactionRussiaAirborneGeneral ') Last error: Current stack:[/quote] Here's my crash log. Not surprising since I haven't added any sciences yet. All I want is to test my project by running it and see it so far, is that not possible?

Posted by: AdrianeMapMaker - Tuesday, August 27, 2019 6:23:08 AM
fix the playertemplate then its possible

Posted by: Rusa Kambangan - Sunday, September 1, 2019 12:58:45 AM
[quote=adrianemapmaker;149145]fix the playertemplate then its possible[/quote] I don't know what's wrong with it. The only thing missing seems to be the sciences. [quote]Release Crash at Sun Sep 01 13:03:31 2019 ; Reason Error parsing INI file 'Data\INI\PlayerTemplate.ini' (Line: 'PlayerTemplate FactionRussiaAirborneGeneral ') Last error: Current stack: [/quote] This is the latest crash report. Does this mean I can't name my new faction?

Posted by: AdrianeMapMaker - Sunday, September 1, 2019 3:08:30 AM
why not show us your code ... the last your remember changed on the playertemplate.ini

Posted by: Rusa Kambangan - Sunday, September 1, 2019 3:47:25 AM
[quote]PlayerTemplate FactionRussiaAirborneGeneral Side = RussiaAirborneGeneral BaseSide = Russia PlayableSide = Yes StartMoney = 0 PreferredColor = R:0 G:255 B:255 IntrinsicSciences = SCIENCE_Russia PurchaseScienceCommandSetRank1 = Airborne_SCIENCE_Russia_CommandSetRank1 PurchaseScienceCommandSetRank3 = Airborne_SCIENCE_Russia_CommandSetRank3 PurchaseScienceCommandSetRank8 = Airborne_SCIENCE_Russia_CommandSetRank8 SpecialPowerShortcutCommandSet = Airborne_SpecialPowerShortcutRussia SpecialPowerShortcutWinName = GenPowersShortcutBarRussia.wnd SpecialPowerShortcutButtonCount = 10 DisplayName = INI:FactionRussiaAirborneGeneral StartingBuilding = RussiaCommandCenter StartingUnit0 = RussiaVehicleDozer ScoreScreenImage = MutiPlayer_ScoreScreen LoadScreenImage = Mp_Load LoadScreenMusic = Load_USA ScoreScreenMusic = Score_USA ;HeadWaterMark = SCTempSelectPortrait ; don't use unless we add a "generalshead for non selected generals FlagWaterMark = WatermarkRussia EnabledImage = SSObserverRussia BeaconName = MultiplayerBeacon SideIconImage = GameinfoRussia GeneralImage = Russia_Airborne OldFaction = No ; This faction was NOT available in the original Generals and should NOT be available if the oldFactionsOnly flag is set ArmyTooltip = TOOLTIP:BioStrategyLong_Pos12 Features = GUI:BioFeatures_Pos12 MedallionRegular = AirborneGeneral_slvr MedallionHilite = AirborneGeneral_blue MedallionSelect = AirborneGeneral_orng End[/quote] Here it is. I purposely chose US music because I haven't gotten around porting Russian music.

Posted by: AdrianeMapMaker - Sunday, September 1, 2019 7:43:16 AM
had you check if all of those science are exisiting? or had you check for misspelled words

Posted by: AdrianeMapMaker - Sunday, September 1, 2019 7:43:18 AM
had you check if all of those science are exisiting? or had you check for misspelled words

Posted by: Rusa Kambangan - Sunday, September 22, 2019 4:28:52 AM
Sorry for the delay, got college to do. [quote=adrianemapmaker;149152]had you check if all of those science are exisiting? or had you check for misspelled words [/quote] That's my problem, I'm trying to create a science for her but I didn't want to add anything yet. After a few thoughts though, now I want to add emergency repair since everyone has that. I read in the INI that those are common to all factions, so do I have to do anything to add all three levels of emergency repair or are they automatically added?

Posted by: AdrianeMapMaker - Monday, September 23, 2019 10:00:20 AM
emergency repairs dont have restrictions(PrerequisiteSciences) only rank3 so you can just add them anywhere you like [code=plain]Science SCIENCE_GPSScrambler PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank5 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:GPSScrambler Description = CONTROLBAR:ToolTipScienceGPSScrambler End ;this means that the gps scrambler science requires player to be gla and rank5 ; PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank5 ;End[/code]

Posted by: Rusa Kambangan - Thursday, October 3, 2019 6:03:07 AM
[quote=adrianemapmaker;149176]emergency repairs dont have restrictions(PrerequisiteSciences) only rank3 so you can just add them anywhere you like [code=plain]Science SCIENCE_GPSScrambler PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank5 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:GPSScrambler Description = CONTROLBAR:ToolTipScienceGPSScrambler End ;this means that the gps scrambler science requires player to be gla and rank5 ; PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank5 ;End[/code][/quote] Apparently, I can't. [ATTACH]2264[/Attach]

Posted by: AdrianeMapMaker - Thursday, October 3, 2019 7:56:32 AM
It's says duplicate science it means you copy pasted the whole science code and add it to something .. you must have a unique science name

Posted by: Rusa Kambangan - Friday, October 4, 2019 8:44:38 AM
[quote=adrianemapmaker;149185]It's says duplicate science it means you copy pasted the whole science code and add it to something .. you must have a unique science name[/quote] But I don't want to change anything, I just want to give my new general emergency repair.

Posted by: Rusa Kambangan - Thursday, October 24, 2019 8:13:32 AM
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