Posted by: Sky Demon - Monday, July 28, 2008 6:04:10 AM
Okay. I am in the early stages of making an AirForceGeneral mod for C&C Generals. I think it would be a much better mod if I didn't overwrite the existing USA faction for it. Is there an FAQ or any information regarding making your own playable choosable faction for C&C Generals? I tried making an AirForceGeneral faction earlier but it wouldn't work[sunglasses]

Posted by: krit - Monday, July 28, 2008 6:12:42 AM
[url=http://gendev.gamemod.net/page.php?file=/vanguard/faction]Tutorial[/url] at GenDev

Posted by: Sky Demon - Tuesday, July 29, 2008 5:41:07 AM
I am following the Tutorial quite well although, I think that tutorial is for C&C Zero-Hour. There is some code in there that isn't needed and isn't shown in the existing other Factions code. Needless to say. With a little initiative and experimentation I have set down the basics for my AirForceGeneral faction. True there is alot of work to be done. I havn't been able to put in any of the AirForceGens stuff (Command Center, Raptors etc) yet becuase I am having trouble with the Sciences for him. There is only the 3 Emergency repair powers there. I think I found out why though. It's because of the Prerequisites needed for the Sciences. It's hard to explain exactly. I have just had an idea as to how to fix it though. I will post back later to say whether it worked or not. [b]Image Insert:[/b] [img]http://www.cncgeneralsworld.com/public/files/Sky Demon/AirGen Skirmish Screen error.JPG[/img] [size=2] 110.45 KB[/size] As you can see. The name is not showing correctly. Instead of 'Airforcegeneral' is shows some form of default error. This is highly strange as the name shows on the Skirmish loading screen [b]Image Insert:[/b] [img]http://www.cncgeneralsworld.com/public/files/Sky Demon/SkirmishLoadScreenWorking.JPG[/img] [size=2] 76.1 KB[/size] I am at a loss with this one. I have already added in the Player Template.ini that: [code] DisplayName = INI:FactionAmericaAirForceGeneral [/code] And I have added in the correctly named string into the Generals.csf. I can't figure out why the Skirmish menu name display in messed up??

Posted by: Me Myself and Pi - Wednesday, July 30, 2008 7:33:32 AM
You probably have made the mistake in generals.csf. Most likely a spelling error or you don't have the modified file in the correct place. Make sure the generals.csf in the [b]Data\English\[/b] folders & that that you have [b]INI:FactionAmericaAirForceGeneral[/b] as the name of the text. If you still can't find the mistake, upload the generals.csf file so I can check it. Though I won't be able to test it in game obviously.

Posted by: creative - Wednesday, July 30, 2008 7:38:52 AM
Hi, if i too was to add a sub faction. Would i be able to choose what the new faction builds? (for zero Hour not generals)

Posted by: Me Myself and Pi - Wednesday, July 30, 2008 7:45:34 AM
Yes, but it would take awhile to do so.

Posted by: creative - Wednesday, July 30, 2008 7:48:05 AM
Ok, im gonna start trying that now and hope i get some part of it working so it shows up like the other guys pic atleast. I shoudl b able to work out the rest so cya.

Posted by: Sky Demon - Wednesday, July 30, 2008 10:12:47 AM
I have it confirmed. I have not got the namings or file structure wrong. The Generals.csf is in the correct directory: [b]C:\Program Files\EA Games\Command and Conquer Generals\Data\english[/b] And I can confirm that I havn't made any error in the naming of the displayed name/string. Check the image insert below: [b]Image Insert:[/b] [img]http://www.cncgeneralsworld.com/public/files/Sky Demon/AirgenName - Matchingstringsconfirmation.JPG[/img] [size=2] 160.16 KB[/size] Beyond here I have no idea why it isn't displaying the name correctly in the Skirmish Menu. The game can clearly read the Generals.csf and see my changes and added Strings because the faction name is shown with no errors on the Skirmish loading screen (Check previous post). Oh crap[sad] The filesize for the Generals.csf I was going to add into the post is to big. I think the only way I can get it to you is via E-Mail. You can PM it to me to avoid spam mail etc if you like. ---- Sorry to turn this into a double post topic. I hope this problem can be sorted quickly. But I have just noticed that even when I kill all oponents ingame playing as 'Airforcegeneral'. It won't display the 'You are Victorious' box and take me to the scorescreen. It just doesn't do anything. Here's a SS of me sitting ingame long after killing the only opponent there! [b]Image Insert:[/b] [img]http://www.cncgeneralsworld.com/public/files/Sky Demon/AirForceGeneral CAN'T WIN.JPG[/img] [size=2] 94.16 KB[/size] I don't know why I can't win. Can you think of anything I might have missed out in the PlayerTemplate.ini that might cause this? [code]PlayerTemplate FactionAmericaAirForceGeneral Side = AmericaAirForceGeneral PlayableSide = Yes StartMoney = 0 PreferredColor = R:0 G:0 B:255 IntrinsicSciences = SCIENCE_AMERICA PurchaseScienceCommandSetRank1 = AirF_SCIENCE_AMERICA_CommandSetRank1 PurchaseScienceCommandSetRank3 = AirF_SCIENCE_AMERICA_CommandSetRank3 PurchaseScienceCommandSetRank8 = AirF_SCIENCE_AMERICA_CommandSetRank8 SpecialPowerShortcutCommandSet = AirF_SpecialPowerShortcutUSA SpecialPowerShortcutWinName = GenPowersShortcutBarUS.wnd SpecialPowerShortcutButtonCount = 5 DisplayName = INI:FactionAmericaAirForceGeneral StartingBuilding = AmericaCommandCenter StartingUnit0 = AmericaVehicleDozer ScoreScreenImage = America_ScoreScreen LoadScreenImage = SAFactionLogoPage_US LoadScreenMusic = Load_USA ;HeadWaterMark = SCTempSelectPortrait ; don't use unless we add a "generalshead for non selected generals FlagWaterMark = WatermarkUSA EnabledImage = SSObserverUSA BeaconName = MultiplayerBeacon SideIconImage = GameinfoAMRCA End[/code] I was thinking earlier that it could be linked to the Skirmish Menu name not working?[question]

Posted by: Me Myself and Pi - Wednesday, July 30, 2008 10:50:00 AM
Nah, text problems won't affect the game play. I sent my email address to you through pm. If possible, could you send me the entire mod? That seems weird why you can't win, & everything looks right for the text. Except the english folder should probably be spelled with a capital "E". (Since that's the way it's spelled with in the BIG file.)

Posted by: creative - Wednesday, July 30, 2008 11:00:27 AM
This is last post cus i dont wanna put you guys off, sky demon how did you get the files in the right place to work like atleast show the new faction in skirmish and become playable? Im sorta new so im still learning my way round all the files.

Posted by: Me Myself and Pi - Wednesday, July 30, 2008 11:23:12 AM
After you extract a file from a BIG file, you put it in the same folders in the game directory as you see in the BIG file. (This is assuming that you know how to view BIG files with FinalBIG.exe.) So if you look at the file, AIData.ini in the INI.big file you'll see, Data\INI\AIData.ini. So if you extract this pictular file, put it a folder called INI, & put that in the Data folder you see in the game directory. Then, when you modify this file, it will overide the original AIData.ini in the BIG file.

Posted by: creative - Wednesday, July 30, 2008 11:40:31 AM
OHHHHH ok i get it, THX so so much, i wont bother this topic any more now. Cya

Posted by: Me Myself and Pi - Wednesday, July 30, 2008 6:08:38 PM
Okay, I know how to fix both problems now! For the generals.csf, just add the line, SIDE:AmericaAirForceGeneral. I guess the game sees the new player, AmericaAirForceGeneral & addes, the 'SIDE:' to it. Then it looks for that in the generals.csf file. As for the victory, (I just realised) you need to copy the victory, defeat, & music scripts for your new player. To do this go to the Data\Scripts folder & copy/paste a copy of the multiplayer & skirmish scripts some where else. (Since these aren't in a BIG file.) Then open up the World Builder & add the skirmish players. Open up the script window & import the multiplayer scripts. Then just copy/modify them for your new player. To copy a sub-folder, select the one you want to copy, export it, & then reimport it. After you're all done, export all of the multiplayer scripts & save over the original. Open a new map & do the same for the skirmish scripts. (To get the music.)

Posted by: Sky Demon - Thursday, July 31, 2008 4:43:43 AM
FINALLY. I understand what you mean. You want me to use the C&C Generals world builder as an editing tool to add in the AirForceGenerals Skirmish & Multiplayer scripts into the C&C Generals Multiplayer & Skirmish script files!![blush] I have attempted ot 4 times now and have been unsuccessfull[sunglasses]. I find the whole process very complex and easy to make errors from the looks of it. I hate to annoy you like this but can you give me step-by-step instructions or an FAQ to do this or something? I have on my Desktop two folders. One has the C&C Generals script files in. The other has the Zero-Hour script files in. Both of them have backups so I can experiment with this without causing irreversable damage. On the lighter side of things. You were %100 right about needing a string named 'SIDE:AmericaAirForceGeneral' for the correct name in the Skirmish menu. Thanks![grin]

Posted by: Me Myself and Pi - Thursday, July 31, 2008 11:07:45 AM
Okay, I was assuming you knew basic scripting for the world builder. But step by step instructions may take awhile. Would you mind if I did all the copying for you? It wouldn't be any trouble. But if you'd like to do the whole mod yourself, then sure, I'll write out instructions for you.

Posted by: Sky Demon - Thursday, July 31, 2008 1:12:46 PM
Beleive me. I do try and ask as little as I can from you guys. I don't want to be one of those people that prefers to just ask other people to do the work for them. It truly is nothing personnel, but if I knew how to do the whole mod on my own, I would. But it's something I have never attempted before and there isn't any good detailed guides I could find to get me through it all. Sorry Pi. But i've got to ask if you can give me a guide/FAQ. I got plenty of spare time (6 whole weeks! :) ). There's no rush. I know you have other things to do and other people who needs help. I understand you are releasing a mod you made for download soon (Seen your Topic).

Posted by: Me Myself and Pi - Thursday, July 31, 2008 3:49:00 PM
Okay, sure thing! 1) Open up the World Builder. 2) Click [b]Edit > Edit Player List[/b]. 3) Click [b]Add Skirmish Players[/b] & then OK. 4) Click [b]Edit > Scripts...[/b]. 5) Click [b]Import Scripts...[/b] & browse for the [b]MultiplayerScripts.scb[/b] file in the game directory. 6) Double click the [b](neutral)[/b] folder. 7) You'll see a bunch of scripts in that folder. Select the first one that [b]USA[/b] in the title & click [b]Copy Script[/b]. 8) A new script will come up under that with a "C" at the end. Double click on that script to open it up. 9) In the [b]MultiplayerPersonalDefeatTimerUSA C[/b] window, you can change the [b]USA C[/b] part to Air Force General if you'd like. Now click on the [b]Script Conditions[/b] tab. 10) Here, you'll see the conditions for this script. Double click on the one that refers to [b]America[/b]. 11) In the [b]Edit Condition[/b] window that pops up, click the linked text, [b][u]Faction Name: America[/u][/b]. 12) In the [b]Edit Parameter[/b] window, open up the drop down menu & select the [b]AmericaAirForceGeneral[/b] faction. 13) Close out the [b]Edit Parameter[/b] & [b]Edit Condition[/b] windows by clicking [b]OK[/b]. 14) Back in the script window, you don't need to check the Actions if True tab because non of these scripts have actions that refer to a player. 15) Now just do this same thing for each script that refers to the USA player. 16) After you're all done here, click [b]Export Script(s)...[/b] in the main script window. 17) Uncheck the 3 check boxes in the [b]Include items in referenced in the scripts[/b] box, then check, [b]Export all scripts[/b] & save over the original MultiplayerScripts.scb file. 18) Now onto the skirmish scripts. Close out of the script window & create a new map. Be sure to add the skirmish players again. 19) Open up the script window & import the [b]SkirmishScripts.scb[/b] 20) Double click the PlyrCivilian folder. 21) Open the USA Music folder & double click on the first script, [b]USA Set Default Music Track[/b]. (Were just going to modify this script, not copy it.) Don't worry about all the scripts in this folder, you won't need to touch them. 22) Click the [b]Script Conditions[/b] tab. 23) Click [b]Copy[/b], & then [b]Or[/b], select the copied condition & click, [b]Move Down[/b]. 24) Double click one of the conditions, (doesn't matter which since their the same) & change the [b]America[/b] faction to the [b]AmericaAirForceGeneral[/b]. Just like before. The script should then look like this: [code]*** IF *** Player '' is Faction Name: America *** OR *** Player '' is Faction Name: AmericaAirForceGeneral[/code] See what I'm teaching you here? This script will activate most of the other music scripts if the human player is either USA, or Air Force General. You could've just used this technique for the multiplayer scripts, but since those have multiple conditions, it's easier to just copy the entire script there. 25) Close that script, then close the [b]USA Music[/b] folder & then open the [b]USA Music Events[/b] folder. 26) Copy each of the scripts here & modify them like before with the multiplayer scripts. 27) Export all the scripts again, just like what you did with the Multiplayer scripts. Okay that's it! Congratulations if it works! Don't worry about the time it took to wrote, I might've just spent the half hour wasting it on Generals Online otherwise. It's always fun helping people with this stuff!

Posted by: Sky Demon - Friday, August 1, 2008 9:33:56 AM
Thank you so much Pi. It works like a treat now! I really appreciate you taking the time to write all that out for me[innocent] . But now comes the real hard part. Now I need to start to put in AirForceGenerals structures & Units. Starting with the Command Center, one of the most complex. Not only will it need commandsets, correct textures, naming etc. But it will also need to support all of AirForceGenerals unique powers. Before you reply back with info on how to start to put in the Command Center itself. I need to know whether it's possible to put in these unique abilities from C&C Zero-Hour that AirForceGeneral has. Basically what I mean is. Is it possible to put in things like... Spectre Gunship MOAB upgrade Stealth Carpet Bomber And not only the specialpowers but also the unique upgrades he has from Zero-Hour. Such as Supply Lines & that upgrade that make infantry immune to Radiation/Chemicals. Will C&C Generals be able to support these types of upgrades & specialpowers?

Posted by: Ground Demon - Sunday, August 3, 2008 6:34:08 AM
for that stuff you might be able to get the bombs and textures etc from zero-hour i shell try and help you bro i have zero-hour you dont so i will try and find all of them with some of youre help.[img]https://www.cnclabs.com/forums/images/emoticons/gwicon_detective.gif[/img]

Posted by: Sky Demon - Sunday, August 3, 2008 8:14:57 AM
Ground Demon, your help is appreciated but I don't really need you to be browsing files for me. I may not have the game installed on my computer (I have Zero-Hour, just comp can't run it). But I can get the files I need quite easily from the C&C Zero-Hour Install disk[sunglasses] . My two biggest problems are that I don't know what I need to gather and move into Generals from Zero-Hour into Generals to give the AIrForceGeneral all his unique structures/units/specialpowers. I have to consider a whole lot of stuff. Structure textures Unit textures Commandsets commandbutton images Unit audio sayings New upgrades New specialpowers (e.g Spectre Gunship, MOAB upgrade) Adding all of this stuff in is no piece of cake from where i'm sitting. There is alot of stuff to consider and it all has to be there correctly for it all to work. Kind of like a massive puzzle. I am just confused and unsure of what needs to be done and how I should go about it[sunglasses] .

Posted by: Ground Demon - Sunday, August 3, 2008 8:31:45 AM
[quote]Ground Demon, your help is appreciated but I don't really need you to be browsing files for me. I may not have the game installed on my computer (I have Zero-Hour, just comp can't run it). But I can get the files I need quite easily from the C&C Zero-Hour Install disk . [/quote] Dont talk to me in that way please i am youre bro so dont talk like that i mean i know what you have to do i just spoke to you in real life and all i was asking is if it was possible to take them and add them so it saves you a lot of work. o and i think you should post to a new topic that i have opened because your generals online still aint working is it[question] if anyone has the same problems then post on the topic.[smile]

Posted by: Me Myself and Pi - Sunday, August 3, 2008 8:08:57 PM
Yeah, you should be able to copy all the stuff into Generals. But I haven't tried this. I dabble mostly in just INI files. The Zero Hour INI files should give you all the information about which files you need to copy. For starters, try to get the Kind Raptor working. If you can get that far, the rest should be just the same.

Posted by: michaelpait - Monday, August 4, 2008 1:51:33 AM
Dude you should make a mod for the super weapon general that changes only one thing, the laser to shoot down enemy missles.

Posted by: Sky Demon - Monday, August 4, 2008 10:01:46 AM
Ok Pi. Your probably right. I will try to add in the King Raptor first. If I got the checkilist right. I should need: W3D Models Unit Texture Unit Commandbutton Unit CommandSet Unit Weapon(s) Laserpointdefense Appropriate .csf strings Please alert me to anything I have missed on the list. Althouh Pi. It is not just putting in the structures & units for the AirForceGeneral I need to worry about. I am more concerned as to how I am going to put in the new specialpowers. Such as: Spectre Gunship Fuel Air Bomb -> MOAB upgrade. Leaflet Drop Countermessures Bunker Busters Not only that but the unique unit upgrades you get in Zero-Hour. Such as: Supply Lines Chemical Suits Hell fire drone I am worried about C&C Generals not being able to support this new code that is in Zero-Hour.

Posted by: Ground Demon - Monday, August 4, 2008 10:08:37 AM
You Should be Able to use those upgrades but the game might not see them as a part of it, If you Know what i mean? If that didn`t work then couldn`t you use the generals code or something to make it work?

Posted by: Sky Demon - Wednesday, August 6, 2008 6:16:56 AM
Hey Pi. I have decided to try and add in the ArForceGenerals Command Center first, thinking it would be easier than addng in the King Raptor. To cut a long story short, I am running into problems and am beginning to wonder if I have got the file structure right. I am mainly concerned with where the .W3D files I am adding into Generals are being read from. Yet again to save myself the explanation of it all. Will the game read the files I am adding into the game for the CommandCenter to work if they are in the following folders: Data\Art\W3D (Where I have been putting the AirGens unit/structure .w3d models) Data\Art\Textures (Where I put all the textures for AirGens stuff) ------------------ I have just noticed! This may also be causing the problem! [quote] Behavior = CreateObjectDie ModuleTag_17 CreationList = [color=red]AirF_OCL_AmericanRangerDebris10[/color] ExemptStatus = UNDER_CONSTRUCTION End [/quote] I would love an explanation as to what the hell the OCL is and how I create/edit one. Because I know for a fact that there is no 'AirF_OCL_AmericanRangerDebris10' in C&C Generals.

Posted by: CommieDog - Wednesday, August 6, 2008 7:09:30 AM
An ObjectCreationList (OCL) is a piece of code responsible for spawning objects when there is no obvious producer (such as a War Factory). You can edit them in ObjectCreationList.ini.

Posted by: Me Myself and Pi - Wednesday, August 6, 2008 8:04:17 AM
Yeah, just what CommieDog said. That's for spawning the rangers after the command center gets destroyed. But since you don't have any Air Force Rangers yet, just change it to, [b]CreationList = OCL_AmericanRangerDebris10[/b]. If the folder arrangement is different in Generals then it is in Zero Hour, I would think that you should put the files you take from Zero Hour & put them in the Generals folders arrangment. But for the WND & texture files, it looks like they shouldn't go into a the Data folder at all. The WND files in the [b]Art\W3D\[/b] folders & the textures go into the [b]Air\Textures\[/b] folders. No [b]Data[/b].

Posted by: Sky Demon - Wednesday, August 6, 2008 1:21:53 PM
Okay Pi. A whole day has passed and yet the AirForceGenerals Command Center does not work:ashamed: . Not to much surprise, the only error I keep getting time after time is: 'Object AirF_AmericaCommandCenter' from the FactionBuilding.ini. I'm sorry to say but my last resort is you. I can tell you everything I have done and not done with the CommandCenter to help you in the search for the error amongst the CommandCenters code but, it's not really gonna be all that helpfull. Okay. The AirGens commandcenter code is copy>pasted into the FactionBuilding.ini. All special .W3D files for the AirF_AmericaCommandCenter are NOT in the 'Command & Conquer Generals/Data/Art/W3D'. But are now in 'Command & Conquer Generals/Art/W3D' I found that there are .W3D files needed by the AirForceGenerals command center that are not in Zero-Hours W3DZH.big, but are in C&C Generals W3D.big (So I disregarded these. Infering that the game would read them correctly) Strangely enough, when browsing the CommandCenters code I found that it did not refer to any specific textures.[open_mouth] After reading your reply I changed the OCL to what the USA Command Center uses. I have disabled all of the specialpowers it refers to except the ones used in C&C Generals and also disabled them in it's CommandSet.ini. I can't think of anything else that I might have changed throughout my time of trying to get it to work. I seriously hate to ever dump this kind of thing on you or anyone else at these forums. But I would only do it if I genuinly had no idea how to fix it. I am not sure of the best way that I can present the stuff you require to help me fix this to you Pi? I could paste the AirGens commandcenter code into this post...Although it would be lengthy. Please advise. I feel so lost!:ashamed: [unamused]

Posted by: CommieDog - Thursday, August 7, 2008 9:30:36 AM
WorldBuilder may be able to help you here. WB often gives more detailed reports on offending INI code, so try running it and see what it says.

Posted by: Me Myself and Pi - Thursday, August 7, 2008 11:33:44 AM
Yeah, go ahead & give me the object code for the command center. It may be better to upload it in an Notepad file so that it's not so long. If I can't find any noticeable errors, I'll try to add the command center myself & see if I can get it working. (I don't really have anything else to do here anyway.) Like CommieDog said, try the opening up the World Builder too.

Posted by: Sky Demon - Thursday, August 7, 2008 12:23:48 PM
Okay. I will do as you and CommieDog said. I am going to try and open up the worldbuilder & see what happens. I just hope that it gives me an error report more precise than ( 'Object AirF_AmericaCommandCenter' ). I will upload the CommandCenters INI code and post it here after I see what the worldbuilder does for me. Thanks alot guys! I don't know where i'd be without you sometimes... :) **EDIT** I didn't find the WB very usefull. Upon loading the worldbuilder I get this error (Check attached picture). To add to my problems there is no ReleaseCrashInfo.txt file generated in the Generals Data[unamused] The AirGens faulty command center code is attached. Yet again, I can't thank you guys enough for your help and support! [ATTACH]8[/Attach] [ATTACH]9[/Attach]

Posted by: Me Myself and Pi - Thursday, August 7, 2008 1:20:33 PM
I forgot to ask, but have you done any other modifactions since you sent me the mod files besides what you've been doing with the command center? If so, go ahead & upload them. I might need them.

Posted by: Sky Demon - Thursday, August 7, 2008 2:06:44 PM
Your question kind of falls into two parts. One. I never modify anything after I have uploaded or sent some code to anyone on these forums. The code you have now, is the code that I have on my computer. Second, I am unsure what you mean. There are many other files that make up what I have done so far, but not much of it is relevant to the AirGens command center that I am having trouble putting in. I mean there's the CommandSet.ini. In which I have added in the correct CommandSet. So I guess it's not part of the problem. I can send you the Command Centers commandset code if you want? These are some of the reasons why I first thought wether sending you just the Command centers code was enough to root out the problem. I think it will help further if I give you the list of models that i took from Zero-Hour for the Command Center. AbbtCmdHQA.W3D ABBtCmdHQA_D.W3D ABBtCmdHQA_DN.W3D ABBtCmdHQA_DNS.W3D ABBtCmdHQA_DS.W3D ABBtCmdHQA_E.W3D ABBtCmdHQA_EN.W3D ABBtCmdHQA_ENS.W3D ABBtCmdHQA_ES.W3D ABBtCmdHQA_N.W3D ABBtCmdHQA_NS.W3D ABBtCmdHQA_S.W3D You will find many models in the command centers code that I havn't got in the list. I left them out intentionally, riding on the fact that they were already in Generals W3D.big. And infering that the game would read them anyways and apply them correctly where needed. Please let me know if there is anything else you need to help you find where I have gone wrong. Thanks!

Posted by: Sky Demon - Sunday, August 17, 2008 4:49:47 AM
Oh no. It seems that there hasn't been a reply after a whole week. Please, someone reply. I only have 2 weeks left of non-school time. I won't have 1/4 of the time I do have now to try and get this mod working. If you need any of the mod files or information regarding the mod, please, don't hesitate to ask. I will be more than happy to post/upload them! I want this mod up and working so bad now!

Posted by: Me Myself and Pi - Sunday, August 17, 2008 5:23:00 AM
Oh man! How did I miss that post?! I don't have time right now but I'll look into this later to this later today. I'll post when I start. But could you send me the files again? I must've deleted them. They should fit it in a post.

Posted by: Sky Demon - Sunday, August 17, 2008 7:24:31 AM
Don't beat yourself up Pi. There are alot of Topics on this forum regarding modding, your bound to miss one or two. But yeah. Okay, the files are all there in the .zip files I have attached to this post. I havn't modified them since last week. Again, if you need any more information just ask. [b]**EDIT**[/b] The file is now attached. I might be able to narrow the problem down a bit faster if I quickly tell you where I put all of the files in there. Just to make sure that I put em all where they need to be[sunglasses] Art -> \Command & Conquer Generals\ Object -> \Command & Conquer Generals\Data\ CommandButton.ini -> \Command & Conquer Generals\Data\INI\ CommandSet.ini -> \Command & Conquer Generals\Data\INI\ ControlBarScheme.ini -> \Command & Conquer Generals\Data\INI\ PlayerTemplate.ini -> \Command & Conquer Generals\Data\INI\ generals.csf -> \Command & Conquer Generals\Data\english\ MultiPlayerScripts.scb -> \Command & Conquer Generals\Data\Scripts\ SkirmishScripts.scb -> \Command & Conquer Generals\Data\Scripts\ [u]Ignore the Remember List.txt[/u] [b]**EDIT**[/b] Oh no[disappointed] . No one replied after a day...[unamused] Someone, anyone. Please.....[sad] [sob] [ATTACH]28[/Attach]

Posted by: Me Myself and Pi - Monday, August 18, 2008 7:44:44 AM
It's okay, I haven't forgotten about you. I just didn't have time until this morning. I've just started looking into this. I'll let you know if I can get this command center working. [Edit] Okay, here's what I was able to do. I got the World Builder to load up & I saw the command center in the Air Force General folder. But the Air Force logo on the command center was in a black rectangle, instead of just being black outlined. I wouldn't worry to much about it. To get this I recommend you don't use the files you put in the [b]Art[/b] folder. Instead, copy & paste the [b]W3DZH.big[/b] & the [b]TexturesZH.big[/b] files into the Generals director. Then to make sure that the same files in these .big files don't interfere with the ones in the [b]Textures.big[/b] & the [b]W3D.big[/b] files, put a zero at the beginning of the names. ([b]0W3D.big 0Textures.big[/b]). Then take the code from the original USA Command Center from the [b]Design Perimeters[/b] down & paste it over the code of your Air Force command center. Then just change the side back to AmericaAirForceGeneral. This will allow you to check it out in the World Builder. But the game will still crash because of something in the ControlBarScheme.ini file. Let me know if you need help with that. I also recommend you keep all of your Air Force objects in a separate INI files so you can find them easier. This is what EA Games for their General.

Posted by: Sky Demon - Monday, August 18, 2008 2:30:08 PM
I hate saying this but, I don't really understand what it is you want me to do. I am so confused... What was the problem? So, I got the ( 'Object AirF_AmericaCommandCenter' ) error because the game couldn't read the correct textures?

Posted by: Me Myself and Pi - Monday, August 18, 2008 7:42:30 PM
Okay, here's some step by step instructions: 1) Open the original FactionBuilding.ini file & scroll down to the AmericaCommandCenter. 2) Scroll down to the ***DESIGN parameters *** & copy every thing below that for the USA Command Center. 3) Open up your modified FactionBuilding.ini & take your copied text & paste it over the same stuff you copied. So basically what you want is just the Zero Hour *** ART Parameters ***. Everything below the ***DESIGN parameters *** should be from Generals. 4) Change to the side back to Air Force 5) Go ahead & delete the [b]Art[/b] folder in the Generals game directory. You won't need it. 6) Copy & past the [b]W3DZH.big[/b] from the Zero Hour directory & paste it into the Generals one. Do the same for the [b]TexturesZH.big[/b] too. 7) In the Generals directory, rename the [b]W3D.big[/b] to [b]0W3D.big[/b] & the [b]Textures.big[/b] to [b]0Textures.big[/b] That's it! Doing this will allow the World Builder to load up. But the little air force logo on the new Command Center is in a black rectangle instead of being just black outline. I wouldn't worry to much about this though. You'll still see the crash when opening up the game however, but this it only do to something in the [b]ControlBarScheme.ini[/b]. Let me know if you need help fixing it.

Posted by: Sky Demon - Tuesday, August 19, 2008 3:34:22 AM
You were right, the worldbuilder loads fine now, I can place the command center and everything[+1] But why is the AirGens Icon messed up? I don't like having to rename my normal Generals game files, or adding in the entire Zero-Hour .big files. Why does it only work when I put in TexturesZH & W3DZH .big files? What was wrong with me manually putting in the correct files? I'm kind of like[unamused] with this one. Surely there are other mods where people have added in new factions and not had to do what i'm doing?? [b]**EDIT**[/b] I sorted out the ControlBarScheme.ini problem. It must have been me trying to use the Airgens code from Zero-Hour instead of just copying the normal USA and changing the name for the AirForceGeneral. The icon isn't just messed up in the worldbuilder, it messed ingame as well[unamused] :ashamed: [question] **EDIT** More successes, I have added in the Airgens dozer! I figure that after I have added in all the rest of the AirGens structures, units, powers etc. I can delete all of the other unwanted .w3d and textures from the W3DZH & TexturesZH, to save space and make it all more organised...? I would love to move onto all of the other structures but I want to sort out that messed AirGen icon first[disappointed]

Posted by: Me Myself and Pi - Tuesday, August 19, 2008 7:43:48 AM
Yeah, you could just manually take out the files. But I was thinking it would be convenient to just take the whole .big files & not have to worry about the .wnd files any more. But maybe if you did do it manually, it might fix the logo. Who knows. You might want to try the forums at DeeZire.net.

Posted by: Sky Demon - Tuesday, August 19, 2008 1:00:37 PM
Thanks for the offer but, I don't see how there forum differs from cncgeneralsworlds.They just seem alot more...'proffessionaly minded' about game modding. This is just a guess but, could be that somehow the game is not reading the Command Centers texture files right? Because from where I am, it looks like the colours are inverted. Where it should be white background it's all black and the jet is all blue. Obviously the game is reading the file, or else it would crash and give an error report. To be honest, I prefer it when something doesn't work at all. At least then you can identify the problem easier and fix it[unamused]

Posted by: Me Myself and Pi - Tuesday, August 19, 2008 2:19:36 PM
Well I've tried going through .ini's .wnd's .dds', no luck. I wouldn't worry to much about this, unless the same problem happens to other units. I'd recommend that you get all the rest of the stuff done & then worry about it.

Posted by: Sky Demon - Tuesday, August 19, 2008 3:32:04 PM
Yeah sure. Why spend time dwelling over one problem, when you can be making progress. But I am noting this. I didn't go to this length to have my Command Centers look wierd. :P [b]**EDIT**[/b] I have added in the AirGens powerplant. At first it kept giving me a ( ' Object AirF_AmericaPowerPlant' ) error. But when I used the method that made the command center work, it worked! It's obvious now that there must be something from Zero-Hour that Generals doesn't support. Because pasting only the 0-hour Art parameters and the generals design parameters, makes it work. But if the code is all from zero-hour, it crashes... [b]**EDIT**[/b] I have noticed that when I purchase certain upgrades on the airgens buildings, such as the Capture Building upgrade from the barracks, the 'Upgrade Complete' EVA sound doesn't play. I do however get the flash bang upgrade complete notification. Any ideas how I can fix this? I have checked the Upgrade.ini & the FactionBuilding.ini and found nothing that could cause this problem...[sad] [question] :ashamed: [b]**EDIT**[/b] [b][color=red]ERROR[/color][/b] I have added in all of the AirForceGenerals structures successfully. But when it came to the firebase, I get errors. Because there is no Generals FireBase Design parameters code, Generals keeps giving me errors ( 'Object AirF_AmericaFireBase' ) Do you reckon you could find what Generals doesn't like in here? Because i've been looking through the code for the past hour and can't find anything wrong with it... [code]Object AirF_AmericaFireBase ; *** ART Parameters *** SelectPortrait = SAFirebase_L ButtonImage = SAFirebase Draw = W3DModelDraw ModuleTag_01 IgnoreConditionStates = NIGHT OkToChangeModelColor = Yes ExtraPublicBone = STATION01 ExtraPublicBone = STATION02 ExtraPublicBone = STATION03 ExtraPublicBone = STATION04 DefaultConditionState Model = ABFIREBASE WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel Turret = TURRET01 TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY MUZZLE01 WeaponFireFXBone = PRIMARY MUZZLEFX End ConditionState = DAMAGED Model = ABFIREBASE_D End ConditionState = REALLYDAMAGED RUBBLE Model = ABFIREBASE_E End ConditionState = SNOW Model = ABFIREBASE_S End ConditionState = DAMAGED SNOW Model = ABFIREBASE_DS End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABFIREBASE_DS End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED ;************************************************************************************************************************** ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABFIREBASE Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABFIREBASE_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABFIREBASE_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW Model = ABFIREBASE_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:FireBase Side = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_AmericaPowerPlant End BuildCost = 1000 BuildTime = 25.0 ; in seconds EnergyProduction = 0 WeaponSet Conditions = None Weapon = PRIMARY FireBaseHowitzerGun End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = FireBaseArmor DamageFX = StructureDamageFXNoShake End CommandSet = AirF_AmericaFireBaseCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = PatriotBatterySelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED Body = HiveStructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 ;**Careful with these damage types -- because area damage types will already ;**damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS +POISON +RADIATION +SURRENDER ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to End Behavior = BaseRegenerateUpdate ModuleTag_05 ;No data End Behavior = AIUpdateInterface ModuleTag_06 Turret TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes NaturalTurretPitch = 1 GroundUnitPitch = 40 MinPhysicalPitch = -20 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 550 ; in milliseconds MaxIdleScanInterval = 950 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = GarrisonContain ModuleTag_07 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = Yes DamagePercentToUnits = 100% IsEnclosingContainer = No End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 26.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End[/code] To tell you in advance, yes I have added in the Firebases weapon code from zero-hour into generals Weapon.ini Thanks in advance[+1] I know it's a pain when someone posts asking you to look through lines of ini code[unamused] :ashamed: .

Posted by: Sky Demon - Friday, August 22, 2008 4:17:05 AM
Ah man. I'm talking to myself again. Please reply. I'm getting lonely......

Posted by: CommieDog - Friday, August 22, 2008 5:06:48 AM
I don't think it's possible to put a fully functional Fire Base into vanilla Generals. But if you're curious as to what is causing the problem, try running WorldBuilder.

Posted by: Me Myself and Pi - Friday, August 22, 2008 6:03:44 AM
Don't worry about the art peremeters. I don't think they cause a crash, if there's anything wrong then the building just wouldn't look right. Did you add the FireBaseArmor to your Armor.ini? Also, Try going through your INI files & copy & paste all the names again to avoid spelling errors. When you paste INI code into a post, be sure to wrap it in [b]Code[/b] not [b]Quote[/b] so that all the spaces before the text show up.

Posted by: Sky Demon - Friday, August 22, 2008 7:04:52 AM
No I didn't add in the Armor.ini stuff, I will do it right now and edit back to tell you the results. **EDIT** I have added in the firebases armor into the Armor.ini Instead of getting the ( 'Object AirF_AmericaFireBase' ) error. I am getting a ( 'Armor FireBaseArmor' ) error. [code]Armor FireBaseArmor Armor = DEFAULT 100% ; this sets the level for all nonspecified damage types Armor = SMALL_ARMS 50% Armor = GATTLING 30% ;resistant to gattling tank Armor = COMANCHE_VULCAN 50% Armor = RADIATION 0% ; all these 1%s are so the base will receive the damage then transfer it to occupants ; Armor = MICROWAVE 0% Armor = SNIPER 100% Armor = POISON 0% Armor = SURRENDER 0% Armor = MELEE 0% Armor = LASER 0% Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons Armor = INFANTRY_MISSILE 25% Armor = PARTICLE_BEAM 200% ;orbital beams should be devastating to buildings, but buildings have a lot of hitpoints so extra damage is good... Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only. Armor = AURORA_BOMB 200% ;Aurora can't vape a single base defense in one hit. Armor = STEALTHJET_MISSILES 250% ;Watch out for those stealthjets Armor = JET_MISSILES 40% ;Raptors, MIGs and Comanche's not so effective. Armor = LAND_MINE 0% ;buildings take no damage from mines Armor = FLAME 50% Armor = SUBDUAL_MISSILE 0% Armor = SUBDUAL_VEHICLE 0% Armor = SUBDUAL_BUILDING 100% End[/code]

Posted by: icewind - Friday, August 22, 2008 8:22:10 AM
I'm not sure since I only run ZH but I don't think that Generals has microwave tanks (please correct me if I'm wrong, it's been a long time since I played it). You could try removing that line. Hope it works

Posted by: Sky Demon - Friday, August 22, 2008 2:00:49 PM
There are no Microwave tanks in Generals. Only Zero-Hour. Although, since that's a part of the AirGens arsenal, I will add it into the game along with the AirGens tanks etc. I am doing the mod systematically. Structures -> Units -> New Upgrades -> SpecialPowers So I won't be wanting the Microwave tank in the game yet. I'm pretty sure that I don't need to remove the Microwave line completely. As anything with a ; before it won't be read by the game.

Posted by: CommieDog - Friday, August 22, 2008 9:35:38 PM
You'll need to remove the SUBDUAL damage types as well; vanilla Generals doesn't use it.

Posted by: icewind - Friday, August 22, 2008 11:50:15 PM
[quote=Sky Demon]There are no Microwave tanks in Generals. Only Zero-Hour. Although, since that's a part of the AirGens arsenal, I will add it into the game along with the AirGens tanks etc. I am doing the mod systematically. Structures -> Units -> New Upgrades -> SpecialPowers So I won't be wanting the Microwave tank in the game yet. I'm pretty sure that I don't need to remove the Microwave line completely. As anything with a ; before it won't be read by the game.[/quote] Sorry I didn't notice the ;

Posted by: Sky Demon - Saturday, August 23, 2008 5:33:38 PM
I could have replied sooner, but I got backtracked pretty bad to day. Turns out I got to go to my dad's brothers wedding tommorow. He and my Mum have been running round all day trying to find something 'nice' for us all to wear. Anyways. I did as you said and removed the SUBDUAL damage types from the Armor.ini, and the FireBases code in the FactionBuilding.ini. It didn't give me any more errors from the Armor.ini but from the Object code.:ashamed: So I did some more searching and found a few things that it wouldn't have liked. A pretty embarresing error I overlooked was the: DisplayName = OBJECT:FireBase Which didn't exist in Generals. And I also found that this line of code isn't in Generals either. IsEnclosingContainer = No Even though I fixed both of these problems, it is still giving me errors :ashamed: [unamused] [disappointed] [angry] It's becoming something of a frustrated obsession now. I HAVE to know what the hell is causing it to mess up. Here's the code as it is now, after I fixed both new errors I found. Please, if you can find or think of anything that Generals won't like from Zero-Hour in this code. Don't hesitate to say what[+1] [code]Object AirF_AmericaFireBase ; *** ART Parameters *** SelectPortrait = SAFirebase_L ButtonImage = SAFirebase Draw = W3DModelDraw ModuleTag_01 IgnoreConditionStates = NIGHT OkToChangeModelColor = Yes ExtraPublicBone = STATION01 ExtraPublicBone = STATION02 ExtraPublicBone = STATION03 ExtraPublicBone = STATION04 DefaultConditionState Model = ABFIREBASE WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel Turret = TURRET01 TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY MUZZLE01 WeaponFireFXBone = PRIMARY MUZZLEFX End ConditionState = DAMAGED Model = ABFIREBASE_D End ConditionState = REALLYDAMAGED RUBBLE Model = ABFIREBASE_E End ConditionState = SNOW Model = ABFIREBASE_S End ConditionState = DAMAGED SNOW Model = ABFIREBASE_DS End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABFIREBASE_DS End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED ;************************************************************************************************************************** ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABFIREBASE Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABFIREBASE_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABFIREBASE_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW Model = ABFIREBASE_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:FireBase Side = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_AmericaPowerPlant End BuildCost = 1000 BuildTime = 25.0 ; in seconds EnergyProduction = 0 WeaponSet Conditions = None Weapon = PRIMARY FireBaseHowitzerGun End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = FireBaseArmor DamageFX = StructureDamageFXNoShake End CommandSet = AirF_AmericaFireBaseCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = PatriotBatterySelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED Body = HiveStructureBody ModuleTag_04; MaxHealth = 1000.0 InitialHealth = 1000.0 ; ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; SubdualDamageCap = 1200 ; SubdualDamageHealRate = 500 ; SubdualDamageHealAmount = 100 ; ;**Careful with these damage types -- because area damage types will already ; ;**damage slaves. ; PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS +POISON +RADIATION +SURRENDER ; ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to ; End Behavior = BaseRegenerateUpdate ModuleTag_05 ;No data End Behavior = AIUpdateInterface ModuleTag_06 Turret TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes NaturalTurretPitch = 1 GroundUnitPitch = 40 MinPhysicalPitch = -20 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 550 ; in milliseconds MaxIdleScanInterval = 950 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = GarrisonContain ModuleTag_07 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = Yes DamagePercentToUnits = 100% ; IsEnclosingContainer = No End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 26.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End [/code]

Posted by: CommieDog - Saturday, August 23, 2008 6:13:01 PM
[quote=Sky Demon]A pretty embarresing error I overlooked was the: DisplayName = OBJECT:FireBase Which didn't exist in Generals.[/quote] That shouldn't cause any crashes. At worst, having a missing text string will cause an error message to appear ingame where the Fire Base's name should be. [quote=Sky Demon]And I also found that this line of code isn't in Generals either. IsEnclosingContainer = No[/quote] That was something I was afraid of. Unfortunately, you won't be able to remove it without significantly changing the properties of the Fire Base. What you'll have is a Bunker with a gun on top.

Posted by: Me Myself and Pi - Saturday, August 23, 2008 7:51:56 PM
Here's somthing I found: [code] Body = HiveStructureBody ModuleTag_04; MaxHealth = 1000.0 InitialHealth = 1000.0 ; ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; SubdualDamageCap = 1200 ; SubdualDamageHealRate = 500 ; SubdualDamageHealAmount = 100 ; ;**Careful with these damage types -- because area damage types will already ; ;**damage slaves. ; PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS +POISON +RADIATION +SURRENDER ; ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to ; End[/code] You put a semicolon before then End. [unamused] Although who knows if this is the one & only error. If it persists, upload all of your files again so I can check them out.

Posted by: Sky Demon - Monday, August 25, 2008 4:12:57 AM
[quote]You put a semicolon before then End. Although who knows if this is the one & only error.[/quote] What do you mean? I though that putting a ; before a line of code means the game won't read it...:ashamed: [blush] [unamused] [sad] [question]

Posted by: CommieDog - Monday, August 25, 2008 10:23:09 AM
Yeah, that means that you now have a missing 'End' block, a sure way to get crashes.

Posted by: Sky Demon - Monday, August 25, 2008 3:19:35 PM
Oh crap. Your right! I didn't notice that the Body = HiveStructureBody ModuleTag_04; MaxHealth = 1000.0 InitialHealth = 1000.0 was the start of the tag. It's because of the way they spaced it out. Sorry, I will be more vigilant for that kind of thing! Let's see if it works now. [b] **EDIT**[/b] I don't believe it, the game didn't crash! Although, there are some problems I need to fix. (In order of Priority) 1) I am having trouble guessing what the proper ingame description labels are for the Fire Base, and am having trouble finding Zero-Hours .csf file. I can't find it in any of it's .big files. 2) The Fire Bases weapon (Shell it fires) doesn't explode. It does the damage exactly as it should. Just you don't see an explosion, it hits the floor and does the damage, with no visible BANG. 3) I have noticed that the 'Upgrade Complete' EVA notification doesn't play when I build certain upgrades, such as the Advanced Reactor Rods, Capture Building Upgrade. Sometimes it even plays another EVA voice, such as the chinese 'Unit lost'. [open_mouth] [question] Additionally. I havn't tested it yet but I am confident that the soldiers garrisoned in the fire base won't be able to fire out, or get shot. Because there is no. IsEnclosingContainer = No Sooner or later, we will need to find a fix for this... A fire base that has infantry that can't shoot out or get shot isn't very helpfull

Posted by: Me Myself and Pi - Monday, August 25, 2008 6:39:40 PM
1) The generals.csf file for Zero Hour is in the [b]EnglishZH.big[/b] file. 2) You'll also have to add the weapon objects from Zero Hour. You'll find them in the [b]WeaponObjects.ini[/b] in the [b]Object[/b] folder. You may also need to copy the .wnd files for it too. 3) The [b]*** AUDIO Parameters ***[/b] in Zero Hour are probably different then in Generals. For the power plant, just copy & paste the code from the original audio parameters & paste it over the ones from the new Air Force power plant.

Posted by: Sky Demon - Tuesday, August 26, 2008 8:19:11 AM
1) I finally found Zero-Hours .csf file and added in the correct strings into Generals.csf file. No wonder I couldn't find it at first, it was on Disk 2. Lol :) 2) I don't really know what you mean at this point. I have searched Zero-Hours WeaponObjects.ini and found no weapons that refer to the firebases shell explosion. 3) I will need help with the Audio problems, I can't find anything that would cause the game to mess around with the sounds. Additionally, I noticed that the CommandButton to construct the Fire Base has the wrong image. It shows the Fuel Air Bomb command image (Must be defaulted to it in the absense of the specified one). Can you tell me how to put in the Fire Bases image? Thanks -> [smile] [+1]

Posted by: Me Myself and Pi - Tuesday, August 26, 2008 12:05:11 PM
In the Weapon.ini, you can see this about the Fire Base weapon: [code] ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = FX_FireBaseHowitzerExplosion FireSound = StrategyCenter_ArtilleryRound[/code] You'll have to make sure that this stuff is in Generals too through the WeaponObjects.ini file. Then make sure all the .wnd stuff is there too. The command button images' .ini files are in the [b]MappedImages[/b]\[b]TextureSize_512[/b]. The .ini files in the TextureSize_512 folder aren't very distinguishable so you'll have to go through them one at a time for the code you're looking for. Here are some instructions on how to know what to copy from Zero Hour into Generals for Fire Base image: Start with the CommandSet.ini & find the [b]Command_ConstructAmericaFireBase[/b] line. You'll see that the button image is the [b]SAFirebase[/b]. Now search that in each of the .ini files in the [b]TextureSize_512[/b] folder. Once you find the [b]MappedImage SAFirebase_L[/b] line, (I'm not sure what the [b]_L[/b] is all about, I guess it's necessary) you'll see that it uses the [b]SAUserInterface512_003.tga[/b] file. This .tga file & other .tga files are located in the EnglishZH.big file. Others might be found amongst the .dds's in the TexturesZH.big file.

Posted by: Sky Demon - Wednesday, August 27, 2008 5:24:19 AM
Okay. Heres what I got so far. I managed to get the FireBases construction image correctly done. It no longer has the default Daisy Cutter image. But there is no image displayed in the bottom right corner of the screen when selecting the constructed Fire Base[sad] . Additionally, I still havn't been able to fix either of the other 2 problems. The Audio for the upgrades are still messed & the Fire Base shell doesn't explode:ashamed: . [ATTACH]37[/Attach]

Posted by: Ground Demon - Wednesday, August 27, 2008 5:55:04 AM
The Dozer picture of the firebase is enlarged in the bottom right hand corner.

Posted by: Me Myself and Pi - Wednesday, August 27, 2008 6:18:52 AM
How about you just upload all of your mod files so that I can look into them thoroughly. If their too big to upload, send them to my email: [b]memyself3.14 @gmail.com[/b] (The space in there is so that email spammers don't pick it up.) If I can get everything working, would you like me to send the fixed files back telling you what I did, or just tell you what do to so that you can do it yourself?

Posted by: Sky Demon - Wednesday, August 27, 2008 8:20:20 AM
The file was 36 MB so I have sent it to your E-Mail. And, i'll opt for the 'tell me what you did' option please. Thanks for sticking with me throughout this Pi. I know it can be annoying for someone to keep coming back to you with errors asking for more help.

Posted by: Me Myself and Pi - Wednesday, August 27, 2008 9:52:48 AM
The email you sent me didn't come with an attachment. That may be because Gmail has a 20MB attachment limit. Did you compress the files? If so, you'll probably have to send me two emails, each containing half the files.

Posted by: Sky Demon - Wednesday, August 27, 2008 10:05:17 AM
Okay. I will have to send you two E-Mails if the first one didn't make it all the way through. [b]**EDIT**[/b] I managed to get it to you in one E-Mail [wink]

Posted by: Me Myself and Pi - Wednesday, August 27, 2008 5:03:02 PM
Okay, I got the mod files & I was able to get the fire base shell to explode & figured out how to get Eva's upgrade voice. But I'm still working on the fire base icon to appear in the right side of the control bar. When I started working on these I just remembered that there's an .ini file called, Eva.ini. This looks like it controls everything that Lt. Eva says. You'll need to modify this with your new faction. It doesn't have anything to do with the Art Parameters as I first thought. [unamused] As for the fire base explosion, it's a little more complicated. Go to your modified Weapon.ini file & to the fire base weapon. You'll notice in the line, [b]ProjectileDetonationFX = FX_FireBaseHowitzerExplosion[/b] The FX_FireBaseHowitzerExplosion isn't in Generals. This is defined in the FXList.ini. So you'll need to copy that from Zero Hour. Here is what you'll copy: [code]FXList FX_FireBaseHowitzerExplosion ViewShake Type = SUBTLE End TerrainScorch Type = RANDOM Radius = 50 End LightPulse Color = R:255 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End ParticleSystem Name = FireBaseShellExplosionCloud End ParticleSystem Name = FireBaseHowitzerPillarArms End ParticleSystem Name = MammothTankExplosionLenzflare Offset = X:0.0 Y:0.0 Z:10.0 End Sound Name = ExplosionRocketBuggyMissile End ParticleSystem Name = SpectreGunshipExplosionLight End End[/code] But I found that this uses 3 particle systems that also aren't in Generals either. So go to the ParticleSystem.ini file & copy the [b]FireBaseShellExplosionCloud[/b], [b]FireBaseHowitzerPillarArms[/b], & [b]SpectreGunshipExplosionLight[/b] code into the Generals ParticleSystem.ini file. After doing all this, I finally got it working! But I copied the entire TexuresZH.big & WNDZH.big files from Zero Hour to get your mod files working, so I'm not sure if you'll need to copy any .wnd or .tga files from Zero Hour individually. I'll let you know if I can get the icon working.

Posted by: Sky Demon - Wednesday, August 27, 2008 5:11:11 PM
Thanks alot Pi. I will get working on the EVA sound problems and then get back to you about how the Fire Base shell explosion fix goes. [smile]

Posted by: Me Myself and Pi - Thursday, August 28, 2008 7:45:33 AM
Okay, I finally got the fire base image working. I just decided to start from scratch instead of using the files that game with your mod. 1) Go to the Zero Hour [b]SAUserInterface512.ini[/b] file & copy & paste the [b]SAFirebase_L[/b] code into the Generals [b]SAUserInterface512.ini[/b] file. (I'm not sure if it matters to put it in the Generals HandCreatedMappedImages.ini file, but I'm just telling you what I did to get it working.) 2) In the SAFirebase_L code you just copied, add "[b]ZH[/b]" to the end of the .tga file that it uses. So the line, [b]Texture = SAUserInterface512_003.tga[/b] should now be [b]Texture = SAUserInterface512_003ZH.tga[/b] (You'll be renaming the .tga file later on so that it doesn't override the Generals SAUserInterface512_003.tga file.) 3) Go to the EnglishZH.big file & extract the [b]SAUserInterface512_003.tga[/b] file to the Generals directory. Put it in [b]Art\Textures[/b] folders. (Don't put in the Data\English\Art\Textures folders. I think it needs to go in just the Art\Textures because that's where all the Generals .tga files are. 4) rename the .tga file you extracted to [b]SAUserInterface512_003ZH.tga[/b] 5) Go to the CommandButton.ini file & to the fire base code & add [b]_L[/b] to the end of the [b]SAFireBase[/b] line. So the line should now look like [b]ButtonImage = SAFirebase_L[/b]. I'm not sure why it needs it since it works just fine in Zero Hour without. I just know it works to put it on. If all of this is confusing. I've uploaded the 3 files that are used to for this image. You can use them if you want, or just study them & then do the modifying yourself. [ATTACH]39[/Attach]

Posted by: Sky Demon - Thursday, August 28, 2008 5:42:40 PM
Thank you so much Pi. It worked. I followed the lines of your step-by-step instructions and noticed where I had gone wrong. I missed out the 003.tga file that contained the enlarged building images for the bottom right of controlbar. And even more good news comes from the Sky Demons lair. I got the FireBases shell to explode as it should as well! But damn did it take alot of work, hey? All of that just for the firebases single weapon. Weapon.ini FXList.ini Armor.ini ParticleSystem.ini Not to mention the textures it wants...Wow! Way to go Pi. I'd have never of figured all of that out! You rule! [+1] [smile] [sunglasses] Although more to the Topic at hand, before moving onto the Units part of the mod. I would like to know if anyone has an idea on how to fix my glitched AirGen command center icon[question] And just when you though everything was good and working, the Worldbuilder doesn't load anymore. I get that 'Microsoft Visual C++' error 'Abnormal program termination'. Basically, it doesn't like something with my FireBase:ashamed: , since it loaded and worked before I added in the Firebase. ------ I know this is very awkward and an unnecesarry thing to ask[blush] but... Why is it that now the FireBases enlarged controlbar image works? I know that adding in the correct .tga file and a new string of ini code might have helped, but the enlarged image for the controlbar right side isn't specified to go with the firebase in the FactionBuilding.ini or the CommandButton.ini.[unamused] [question] What tells the game to tie that image with that structure?

Posted by: Me Myself and Pi - Friday, August 29, 2008 7:10:04 PM
Ugh, I just tried my world builder & it did the same thing. I'm not sure if there's anything that can be done. There is a way you can keep your mod installed but still be able to use the world builder without it. You could put your files in a .big file & put that in the [b]Command and Conquer Generals Zero Hour Data[/b] folder. Then make a shortcut that will tell the game to use this .big file when Zero Hour loads up. This way you can use the world builder without your mod. But this doesn't help in using the world builder for testing you mod. [angry] Let me know if you'd like to do this.

Posted by: Sky Demon - Saturday, August 30, 2008 1:41:40 PM
I think that losing the worldbuilder is a big blow. I think that finding the problem to why the worldbuilder doesn't work is a case of distinguishing what the Worldbuilder needs compared to the game. The game loads, but the worldbuilder crashes. The worldbuilder worked before adding in the FireBase. So, best guess is that the worldbuilder is missing something or doesn't like something to do with the FireBase. Why is that damned worldbuilder so fussy!? And why doesn't it generate a .txt crash file. **EDIT** Ah damn this thing! Why is it that when you get the game to load and everything working the way you want it, that the worldbuilder coughs errors in your face and refuses to load!? What the hell's it's problem? Everythings there and in the correct place it should be. There's no reason for it not to load! The game doesn't mind it being there. Even when I make compromises such as leaving out the IsEnclosingContainer (Because it isn't supported), and removing the subdual damage types(Because it isn't supported). And still it hates me! [u][b][size=9][color=red][center]???WTH???[/center][/color][/size][/b][/u]

Posted by: Me Myself and Pi - Saturday, August 30, 2008 3:09:04 PM
It may be that the world builder is only meant for the original version of Generals. So when you make a certain change that the world builder doesn't recognize, I guess it doesn't work. I've found that on other mods that the world builder doesn't work either, so it's nothing new.

Posted by: Sky Demon - Saturday, August 30, 2008 3:26:51 PM
Okay. Anyone got any ideas on how to get a new Worldbuilder without game reinstall? Basically, Short story. My WorldBuilder is dead. Long story. I removed all the AirGen mod files and the WorldBuilder was still dead. All I keep getting is: [quote]Microsoft Visual C++ Library Abnormal program termination[/quote] Oh and, about your previous post... Someone at EA is going to suffer for this. What the hell is the point in making a mod with a new faction in it? ... If you can't use the worldbuilder!? Does All-Stars do that? Does Shockwave do that? Do all mods that have a new faction do that? Truly, please say this kind of thing is a one off and that you were lying about it being nothing new in your previous post. Or alot of people at EA forums are going to suffer.

Posted by: CommieDog - Sunday, August 31, 2008 4:22:40 PM
So let me get this straight. You're trying to avoid having to purchase Zero Hour by trying to rip features from ZH and putting them into vanilla Generals. This isn't working too well. So now you're mad at EA because you're too cheap to pick up a copy of ZH from a bargain bin. Do I have this correct?

Posted by: Sky Demon - Sunday, August 31, 2008 6:25:53 PM
I could reply back nasty like you did[unamused] , and send this Topic into an argument[disappointed] . But since your a Moderator. I think i'll give you an explanation instead[confused] ------- I am taking things (Unit, Building code, textures etc) from the Zero-Hour game + installation disks (which I also own) and putting them into 'vanilla generals'. With the aim of adding in the AirForceGeneral. What I am so annoyed about is the fact that adding in these things into 'vanilla generals' causes the worlbuilder to mess up and not work, permanately in my case. So no. You don't have it correct.

Posted by: Drummin - Sunday, August 31, 2008 9:40:35 PM
I haven't followed this topic much but have you tried the Zero Hour World Builder? Seems that because you're adding Zero Hour units it might work better than Reg Generals WB.

Posted by: krit - Monday, September 1, 2008 1:35:20 AM
[quote=Drummin]I haven't followed this topic much but have you tried the Zero Hour World Builder? Seems that because you're adding Zero Hour units it might work better than Reg Generals WB.[/quote] Wouldn't that defeat the point of adding ZH units to Generals?...

Posted by: Me Myself and Pi - Monday, September 1, 2008 6:27:25 AM
Remember that I said that you can put all of your files into a .big file & have only the game use this file, but the world builder won't. But then of course you won't be able to use your new units. You'd also have to get used to using FinalBIG to modify your files. Just let me know & I'll tell you how. This will work because I was able to get the world builder to work again by deleting the files.

Posted by: CommieDog - Monday, September 1, 2008 10:20:40 AM
[quote=Sky Demon]I could reply back nasty like you did[unamused] , and send this Topic into an argument[disappointed] . But since your a Moderator. I think i'll give you an explanation instead[confused][/quote] If you're worried about me banning or censoring you for arguing with me, then your worry is misplaced. Arguing, even of the unfriendly sort, is well within forum rules. [quote=Sky Demon] I am taking things (Unit, Building code, textures etc) from the Zero-Hour game + installation disks (which I also own) and putting them into 'vanilla generals'. With the aim of adding in the AirForceGeneral.[/quote] If that is the case, then you're doing it backwards; you should start with ZH and remove all of the ZH features not related to the Air Force General. Doing so will ensure that you have a fully working Air Force General (You think the Fire Base is giving you problems? Wait until you try the King Raptor!). In addition, you will have a WorldBuilder that will tell you what is causing it to crash, a big help in debugging.

Posted by: Sky Demon - Monday, September 1, 2008 4:32:50 PM
Krit you are correct, what Drummin said would defeat the idea of putting ZH units into generals. Pi. I understand where you are coming from, it may be possible to have the game load the mod and for it to work, and for the worldbuilder to work at the same time. But so long as the Worldbuilder doesn't load/read the ZH AirGen files, then I can't make or modify any maps with airforcegeneral stuff into it. CommieDog. I see what you mean but I am not to sure it would work. I am adding in only the things from ZH that the AirForceGeneral has. That means everything in his CommandSets, if he can build it in ZH, then I want him to be able to build it in vanilla generals. Ironic really. The objective of my mod is my problem. I am trying to add in new units, buildings + upgrades that aren't supported by vanilla generals. The only question I can think of now is 'how do I get generals to support new code such as subdual damage types + the 'IsEnclosingContainer = No'? A pointless question to ask I know, because it is sure to involve C++.

Posted by: Sky Demon - Friday, September 5, 2008 2:05:33 PM
I know this topic is dying quickly but erm, can someone answer this for me? [quote] The only question I can think of now is 'how do I get generals to support new code such as subdual damage types + the 'IsEnclosingContainer = No'? [/quote]

Posted by: CommieDog - Friday, September 5, 2008 8:52:24 PM
Not only would you need a C++ development kit in order to add such functionality to Generals, would world need a decompiler as well, which violates the Generals user license. And if you think that commenting out features in the ZH INI code is fraught with danger, then you've obviously never tried any real programming.

Posted by: Sky Demon - Sunday, September 7, 2008 9:17:31 AM
1) [quote]which violates the Generals user license[/quote] Soooo, if changing 'code' is 'illegal' then how are all of the mods such as 'Shockwave' and 'AllStars' done:mischiev: ? 2) Have [u]you[/u] tried any real programming?[joy]

Posted by: CommieDog - Sunday, September 7, 2008 1:18:06 PM
[quote=Sky Demon]Soooo, if changing 'code' is 'illegal' then how are all of the mods such as 'Shockwave' and 'AllStars' done:mischiev: ?[/quote] I can't speak for Shockwave, but no decompilers were used in the creation of All-Stars. All we did was change some of the ancillary, uncompiled INI code and add some new art and sound assets for the new code to reference. The All-Stars installer doesn't touch the executable or any of its linked libraries. [quote=Sky Demon]Have [u]you[/u] tried any real programming?[joy] [/quote] I've done enough real programming to know that INI coding is kiddie stuff in comparison.

Posted by: Sky Demon - Sunday, September 7, 2008 1:52:29 PM
[quote] I've done enough real programming to know that INI coding is kiddie stuff in comparison. [/quote] He's really put me in my place with that one[open_mouth] . Oh no, i'm so embarresed about that comment I made earlier[blush] . We have a programmer amongst the ranks. Bow down at his wisdom. Whoops[joy] What do you want. A medal?[img]https://www.cnclabs.com/forums/images/emoticons/gwicon_buzzy.gif[/img] [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_gunsmilie.gif[/img] ---- As for the mod. Damn EA, screw the code. I am going to finish this mod. The worldbuilder won't work, units, buildings + upgrades won't work or even be put in from zero-hour because the game doesn't support it. But I will finish it![joy] [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_buzzy.gif[/img] [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_gunsmilie.gif[/img] [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_devil3.gif[/img]