Posted by: Amaurus - Saturday, September 27, 2008 8:40:14 PM
well i want to make it when an american construction dozer can build china stuff like bunkers, warfactories, air fields, etc. and i want some buildings like an american barracks to be able to create minigunners. Hope all this info helps! [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_rifle.gif[/img] [grinning]

Posted by: Me Myself and Pi - Sunday, September 28, 2008 6:14:44 AM
For a map, or a mod?

Posted by: Amaurus - Sunday, September 28, 2008 8:52:00 AM
map please [grinning]

Posted by: Me Myself and Pi - Sunday, September 28, 2008 8:47:55 PM
You can do it through scripting then. But all the units & building that you have other factions build will have to ignore all prerequisites. So if you allow the USA dozer to build a Chinese war factory, then it could be built from the start, it won't need a supply center. This would also apply for the Chinese faction two. But you can modify the prerequisites through a Map.ini. I'll be making a tutorial about how to make one, maybe by tomorrow. But this won't work right for multiplayer. If you intend it for that, it would be better for scripting. But before I tell you how, let me know which game you're using (General, or Zero Hour), if you intend this for multiplayer play, & how much you know about scripting & a Map.ini file.

Posted by: Amaurus - Monday, September 29, 2008 12:59:49 PM
i want to use this for zero hour on a multiplayer map and im pretty good at scripting but not so good at map.ini

Posted by: Me Myself and Pi - Tuesday, September 30, 2008 6:30:14 AM
Okay, that makes things easier. Create a script & choose the actions, [b]Scripting/Add a command button to an object type[/b] & [b]Scripting/Remove a command button from an object type[/b]. With these actions, you can add or remove command buttons. After choosing a command button, delete the vertical bar at the end, [b]|[/b] 3 question marks will then appear at the biggining of the action, but don't worry, the script will still work. If you don't see the vertical bar, click at the end of the name of the command button & hit back space. It won't look like any thing's be deleted, but you have deleted it. Let me know if you have trouble with this. You also have to make sure that the command buttons you're adding are in an available slot. Otherwise, if you add the mini gunner to USA barracks, you may place it over Colonel Burton. The slot numbers are labeled like this: [code]-------------------------------- | 1 | 3 | 5 | 7 | 9 | 11 | 13 | -------------------------------- | 2 | 4 | 6 | 8 | 10 | 11 | 14 | --------------------------------[/code] In Generals, there is only 12 slots. If you'd like the complete list of how all the command buttons are listed, check out CommanSet.ini file I uploaded. After you add a unit to another building, you need to have its prerequisites ignored. Use this action for it, [b]Map/Modify/Adjust the tech tree for a specific object type[/b]. [ATTACH]59[/Attach]

Posted by: Amaurus - Tuesday, September 30, 2008 1:24:39 PM
AWESOME thx that was what i was doin wrong i was forgeting to delete that little bar at the end. and is there any way you can like give somthing a different ability? like give a gla demolition terrorist those demo charges tank hunters get? I just want to know if i can do that for a map im making cause it would make sense that a terrorist with a bomb on his back to set a demo charge...lol. ALSO how do i make somthing ignore prequistities?

Posted by: Me Myself and Pi - Tuesday, September 30, 2008 2:38:20 PM
Using the action, [b]Map/Modify/Adjust the tech tree for a specific object type[/b] click the [b][u]'???'[/u][/b] link & select the building or unit for the prerequisites to be ignored. Then click the [b][u]Building (Yes)[/u][/b] & in the drop down menu that comes up, click, [b]Ignore_Prerequisites[/b]. Also, in the drop down menu, you can click, [b]No[/b]. This makes it easier to remove a command button from an object rather then to use the [b]Scripting/Remove a command button from an object type[/b] action. But for upgrade command buttons, you just have to use thr remove command button action. Changing unit abilities can only be done through a Map.ini file. Which would cause a mismatch online if the other players didn't have the map in advance. That's why they shouldn't be used for online play.

Posted by: Amaurus - Sunday, October 5, 2008 12:08:09 PM
ahhh i see... thanks!