Posted by: U-W-SAtomicarmy - Tuesday, March 18, 2008 12:33:16 PM
Here is a link to make a tunnel http://forum.cncreneclips.com/index.php?showtopic=16989

Posted by: Yoshi714 - Tuesday, March 18, 2008 1:29:31 PM
I checked that out, that is neat. I have a question though if you can answer it. Why does the map.ini file need to be edited for the stadium entrance to be used at each edge?

Posted by: U-W-SAtomicarmy - Tuesday, March 18, 2008 1:44:43 PM
It is so you can, enter and exit the tunnel, the ini makes the soccer stadium entrance passable, but you only need the ini for the soccer stadium entrance.

Posted by: Me Myself and Pi - Tuesday, March 18, 2008 4:28:29 PM
Hm... I've never thought of that. But it would look better if you used snow textures & then use the mountain object EA used in the 3rd USA mission for the avalanche scene, (Civilian\Vehicle\CINE_SnowyMountainStatic) & place it over the bridges. Or just use a desert theme & put a pyramid over the bridges. Or just use your amagination & put whatever over it. This might be fun to do in future maps I make for sneaky back doors! Muhahahahahaha!!!!!!

Posted by: Yoshi714 - Tuesday, March 18, 2008 4:31:49 PM
Well since ive never used INI's in conjunction with specific maps I suppose this is a good time to ask how to do that. Do I just create a file called Map.ini and drop that in? Is it the same with any other INI files I wish to be different for that specific map?

Posted by: U-W-SAtomicarmy - Tuesday, March 18, 2008 5:29:53 PM
To make an ini you open notepad, and save as "map.ini" with quotes, under the map folder containing the map, and then put in the code, then save. You guys should sign up here http://forum.cncreneclips.com/index.php, it is a awsome place, you can be a mapper guild, and they are looking for someone who is good with ini files.

Posted by: krit - Tuesday, March 18, 2008 6:22:31 PM
Too many people there, I prefer smaller communities like the one here at GW...

Posted by: Yoshi714 - Tuesday, March 18, 2008 7:34:42 PM
Can I put anything in the map.ini file? such as altered command sets and object descriptions? Do they just go in that same INI file or do I have to have a CommandSet.ini within the map folder?

Posted by: U-W-SAtomicarmy - Wednesday, March 19, 2008 3:12:53 AM
Yes, but you got to know how to code, which I don't.

Posted by: Me Myself and Pi - Wednesday, March 19, 2008 5:00:17 AM
Yeah, you can put any type of code from the INI files into a Map.ini file. But discriptions from the general.csf need to me in a Map.str instead. But it doesn't work to modify discriptions for Generals Powers for some reason. But if you want to modify a module tag this way, you have to add [b]ReplaceModule ModuleTag_##[/b] (## just being the number of the module tag) & a End. You also need to add, [b]_Override[/b] to the module tag number. For an example, if you just wanted to modify the containers from the Helix, you first copy & paste this: [code] Behavior = HelixContain ModuleTag_29 Slots = 5 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 NumberOfExitPaths = 1 PassengersAllowedToFire = No End[/code] Add the ReplaceModule stuff: [code] [b]ReplaceModule ModuleTag_29[/b] Behavior = HelixContain ModuleTag_29[b]_Override[/b] Slots = 5 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 NumberOfExitPaths = 1 PassengersAllowedToFire = No End [b]End[/b][/code] Now add the Object name that will use this code: [code] [b]Object ChinaVehicleHelix[/b] ReplaceModule ModuleTag_29 Behavior = HelixContain ModuleTag_29[b]_Override[/b] Slots = 5 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 NumberOfExitPaths = 1 PassengersAllowedToFire = No End End [b]End[/b][/code] Now you can do your modifactions to it! If you just wanted to remove this module completely, then the code would look like this: [code] Object ChinaVehicleHelix [b]RemoveModule ModuleTag_29[/b] End[/code] If you wanted to add this module tag to, lets say, the mig fighter, Then it would look like this: [code]Object [b]ChinaJetMig[/b] [b]AddModule[/b] ModuleTag_[b]X[/b] Behavior = HelixContain ModuleTag_[b]X[/b] Slots = 5 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 NumberOfExitPaths = 1 PassengersAllowedToFire = No End End End[/code] Since you're adding the module, it doesn't need to put number 29. The module tags can be spcified by any character.

Posted by: Yoshi714 - Thursday, March 20, 2008 8:59:35 PM
Pi, can I copy the information from AIData.ini into the Map.ini file? I would like to post maps on here with scripts included but if someone doesnt have the right build list for the computer the scripts wont work properly.

Posted by: Me Myself and Pi - Thursday, March 20, 2008 9:02:09 PM
Yeah, that'll work. EA Games modified the AIData.ini in Map.ini's for many of their single player maps.

Posted by: Yoshi714 - Thursday, March 20, 2008 9:05:08 PM
Sweet, thanks.