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