Posted by: medvac020 - Monday, November 9, 2009 5:47:39 PM
PlayerTemplate FactionUSAAmericaGeneral
Side = USAAmericaGeneral
BaseSide = USA
PlayableSide = Yes
StartMoney = 0
PreferredColor = R:0 G:0 B:255
IntrinsicSciences = SCIENCE_AMERICA
PurchaseScienceCommandSetRank1 = Boss_SCIENCE_AMERICA_CommandSetRank1
PurchaseScienceCommandSetRank3 = Boss_SCIENCE_AMERICA_CommandSetRank3
PurchaseScienceCommandSetRank8 = Boss_SCIENCE_AMERICA_CommandSetRank8
SpecialPowerShortcutCommandSet = Boss_SpecialPowerShortcutUSA
SpecialPowerShortcutWinName = GenPowersShortcutBarUS.wnd
SpecialPowerShortcutButtonCount = 10
DisplayName = INI:FactionUSAAmericaGeneral
StartingBuilding = USA_AmericaCommandCenter
StartingUnit0 = USA_AmericaVehicleDozer
ScoreScreenImage = America_ScoreScreen
LoadScreenImage = SAFactionLogoPage_US
LoadScreenMusic = Load_USA
ScoreScreenMusic = Score_USA
;HeadWaterMark = SCTempSelectPortrait ; don't use unless we add a "generalshead for non selected generals
FlagWaterMark = WatermarkUSA
EnabledImage = SSObserverUSA
BeaconName = MultiplayerBeacon
SideIconImage = GameinfoAMRCA
GeneralImage = USA_Superweapon
OldFaction = No ; This faction was NOT available in the original Generals and should NOT be available if the
oldFactionsOnly flag is set
ArmyTooltip = TOOLTIP:BioStrategyLong_Pos3
Features = GUI:BioFeatures_Pos3
MedallionRegular = SuperWGeneral_slvr
MedallionHilite = SuperWGeneral_blue
MedallionSelect = SuperWGeneral_orng
End
Posted by: Annihilationzh - Tuesday, November 10, 2009 3:30:57 AM
[quote]so far i got the objects for it but it wont work i have edited the playertemplate so it looks like[/quote]Do you see the problem with what you've said here?
You didn't say how it isn't working. Is the game crashing at startup? Is the general not showing up on the selection screen? Is the game crashing when you start playing as this general?
I didn't see any noticeable problems with the code. But in some places you used the prefix Boss_ instead of USA_. Did you use these in the correct places in CommandSet.ini?
[quote]I might of just misspelled something in the objects, and also in objects do vehicles have to say vehicles EX: AmericaVehicleDozer[/quote]
You could call it Bob if you want to. It's just a name.
Posted by: medvac020 - Tuesday, November 10, 2009 8:06:15 PM
okay its crashing on start up and i was just using the boss general cuase i didn't know wat to put there.
the error says something like "serious error this can be cuased by many things to over heating to viruses" or something like that
Posted by: Annihilationzh - Wednesday, November 11, 2009 3:27:49 AM
Does world builder or releasecrashinfo come up with any errors?
Posted by: medvac020 - Wednesday, November 11, 2009 7:59:29 AM
Yes, but its all because of the boss genernal i edited earlier but it still works when i play Generals ZH just with the boss general so thats not the problem
Posted by: Annihilationzh - Wednesday, November 11, 2009 8:51:58 AM
That doesn't make sense.
Does the game crash on startup? If yes, then releasecrashinfo.txt will contain the data about that crash. It will not contain info about another crash.
Anyway, I missed this the first time around, you should replace GeneralPersona10 or GeneralPersona11 in ChallengeMode.ini, not create GeneralPersona12. There is a limit.
Posted by: medvac020 - Wednesday, November 11, 2009 10:22:36 AM
Posted by: medvac020 - Wednesday, November 11, 2009 11:11:45 AM
Okay I got the Game to start now and it says "MISSING Side:USA" Instead of Just USA and when i try to play as him it just exits the game and shows me that ZH error above.
When i open worldbuilder it Shows the errors below [ATTACH]502[/Attach]
Posted by: Annihilationzh - Wednesday, November 11, 2009 3:48:49 PM
First of all, fix those errors.
Change ModuleTag_22 in the Boss's command center to something else. I've never known it cause a crash, but it stops WB complaining.
Once you've done that, check again to see if the general crashes when you play (I'm expecting it will, but just to be sure). Try changing the starting unit & building for your general to another faction's. See if the general works. Then switch the starting dozer back, see if the general works. Then switch the command center back, see if the general works. Just trial & error until you find out what is causing the crash.
When it displays "MISSING" it means that you haven't created an entry in generals.csf for it. It won't cause a crash, and you can fix that with a csf editor:
http://www.generalsmaps.net/download_generalsutil.php?downloadname=csfeditor
Posted by: medvac020 - Thursday, November 12, 2009 2:37:02 PM
Okay thanks Now I got it working[grin] but a few bugs
1. okay i dont know why but the power bar is normal but the green line showing the power level is big.
2. the star promotion think where you buy general promotions isn't there that might because i don't have the promotions in my in my command set INI. I will try that in a little bit and get back to you.
3. how do you add that generals.csf back in do I add it INI or what?
4. how do i add a pic. for the generals loading screen?
Okay i just tried # 2 and i didnt work. It shows the Rank 1 and Rank 3 etc.
but the rest is see through
Posted by: Annihilationzh - Friday, November 13, 2009 11:29:44 AM
The vast majority of your problems could be cured by creating an entry in ControlBarScheme.ini for your general.
3. When you extract the generals.csf file from EnglishZH.big, you put it in Data\English (or whichever language).
4. The picture goes in Art\Textures\ & you need to create an entry for it in MappedImages and assign it in challengemode.ini IIRC.
Posted by: medvac020 - Sunday, November 15, 2009 5:15:21 PM
okay how do i create a controlbarscheme.ini for my general
And im trying to edit the usa command center and add its own sign on it.
i have looked all over the internet and i dont know how to extract, then edit, the save as new, and but back in.
i found one, it sayed download gmax & renx then add something so it adds a button so you can upload w3d's but it wont work.
ps: thanks for all the help i wouldn't been able to do this with out you. [grin]
Posted by: Annihilationzh - Sunday, November 15, 2009 10:27:27 PM
Go into ControlBarScheme.ini & copy:
[code]ControlBarScheme America8x6
ScreenCreationRes X:800 Y:600
Side America
...
...
...
End[/code]
Then change the copy to to:
[code]ControlBarScheme USAAmericaGeneral8x6
ScreenCreationRes X:800 Y:600
Side USAAmericaGeneral
...
...
...
End[/code]
As for the texture, I don't know. I'm not a modeller.
Posted by: medvac020 - Monday, November 16, 2009 5:00:08 PM
okay i found controlbarscheme and edited wat you said but i cant get it can you help me?
Posted by: Annihilationzh - Tuesday, November 17, 2009 1:42:49 AM
Just put this at the bottom of the file.
[code]ControlBarScheme USAAmericaGeneral8x6
ScreenCreationRes X:800 Y:600
Side USAAmericaGeneral
QueueButtonImage SCBigButton
RightHUDImage SALogo
CommandBarBorderColor R:0 G:21 B:126 A:255 ;blue
BuildUpClockColor R:0 G:0 B:0 A:160
ButtonBorderBuildColor R:67 G:108 B:190 A:255 ;blue
ButtonBorderActionColor R:1 G:175 B:2 A:255 ;Green
ButtonBorderUpgradeColor R:208 G:108 B:0 A:255 ;Orange
ButtonBorderSystemColor R:207 G:195 B:2 A:255 ;yellow
GenBarButtonIn SABarButtonGen2IN
GenBarButtonOn SABarButtonGen2ON
ToggleButtonUpIn SAMinMaxUH
ToggleButtonUpOn SAMinMaxU
ToggleButtonUpPushed SAMinMaxUP
ToggleButtonDownIn SAMinMaxH
ToggleButtonDownOn SAMinMax
ToggleButtonDownPushed SAMinMaxP
OptionsButtonEnable SAOptions
OptionsButtonHightlited SAOptionsH
OptionsButtonPushed SAOptionsP
IdleWorkerButtonEnable SAWorker
IdleWorkerButtonHightlited SAWorkerH
IdleWorkerButtonPushed SAWorkerP
IdleWorkerButtonDisabled SAWorkerI
BuddyButtonEnable SAChat
BuddyButtonHightlited SAChatH
BuddyButtonPushed SAChatP
BeaconButtonEnable SABeacon
BeaconButtonHightlited SABeaconH
BeaconButtonPushed SABeaconP
OptionsButtonDisabled SAOptionsI
BuddyButtonDisabled SAChatI
BeaconButtonDisabled SABeaconI
GeneralButtonEnable SAGeneral
GeneralButtonHightlited SAGeneralH
GeneralButtonPushed SAGeneralP
GeneralButtonDisabled SAGeneralI
UAttackButtonEnable SAUAttackI
UAttackButtonHightlited SAUAttackH
UAttackButtonPushed SAUAttackP
MinMaxButtonEnable SAMinMax
MinMaxButtonHightlited SAMinMaxH
MinMaxButtonPushed SAMinMaxP
MinMaxUL X:646 Y:432
MinMaxLR X:718 Y:463
GeneralUL X:719 Y:432
GeneralLR X:799 Y:463
UAttackUL X:140 Y:412
UAttackLR X:175 Y:430
OptionsUL X:184 Y:490
OptionsLR X:220 Y:514
WorkerUL X:184 Y:516
WorkerLR X:220 Y:540
ChatUL X:184 Y:568
ChatLR X:220 Y:592
BeaconUL X:184 Y:545
BeaconLR X:220 Y:566
PowerBarUL X:260 Y:470
PowerBarLR X:538 Y:476
ExpBarForegroundImage SAExpBar
MoneyUL X:360 Y:438
MoneyLR X:439 Y:457
GenArrow USLevelUP
CommandMarkerImage SAEmptyFrame
ImagePart
Position X:0 Y:408
Size X:800 Y:191
ImageName InGameUIAmericaBase
Layer 4 ;; layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top
End
PowerPurchaseImage GeneralsPowerWindow_American
End[/code]
Posted by: medvac020 - Tuesday, November 17, 2009 5:33:14 PM
Thank you very much (I had to take out the general after USA for it to work) i have every thing working for now but if you could keep checking this form every once in a while just in case i have another problem.[grin]
Thanks again!!!
Posted by: medvac020 - Thursday, November 19, 2009 3:06:43 PM
Okay a few problems
1. how do i add stuff to the general promotion thing i have done it before but i dont remember
2. im adding the kill crew thing that jerman kell has to the sniper and it wont work its just greyed out.
Posted by: Annihilationzh - Thursday, November 19, 2009 6:05:28 PM
1. It's in CommandSet.ini. Just search for: rebelambush, spectre, artillerybarrage or whatever.
2. Did you give Jarmen Kell's secondary weapon to the sniper? If that doesn't solve it; you'll have to post your code.
Posted by: medvac020 - Thursday, November 19, 2009 7:07:34 PM
okay i haven't tryed the sniper but the general powers didn't work
what INI's do you want me to post?
Posted by: Annihilationzh - Friday, November 20, 2009 3:27:20 AM
The code you need to post is everything that you've changed to give the sniper the vehicle sniping ability.
As for the generals powers, I'm not a mind reader, "didn't work" could mean a lot of things.
Posted by: medvac020 - Saturday, November 21, 2009 8:29:05 AM
;------------------------------------------------------------------------------
Object USA_CommandCenter
....
; ***DESIGN parameters ***
DisplayName = OBJECT:CommandCenter
Side = USA
EditorSorting = STRUCTURE
BuildCost = 2000
BuildTime = 45.0 ; in seconds
EnergyProduction = 0 ;Command Center should be free
CommandSet = USA_CommandCenterCommandSet
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = CommandCenterUSASelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY
AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_08
MaxHealth = 5000.0
InitialHealth = 5000.0
; 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 = 5200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = PreorderCreate ModuleTag_PreorderCreate
End
Behavior = GrantUpgradeCreate ModuleTag_09
UpgradeToGrant = Upgrade_AmericaRadar
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = ProductionUpdate ModuleTag_11
NumDoorAnimations = 1
DoorOpeningTime = 1500 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 1500 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = RadarUpdate ModuleTag_12
RadarExtendTime = 4000 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_13
UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = BaseRegenerateUpdate ModuleTag_14
;No data
End
Behavior = DestroyDie ModuleTag_15
;nothing
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_LargeStructureDebris
End
Behavior = CreateObjectDie ModuleTag_17
CreationList = OCL_AmericanRangerDebris10
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_18
DeathFX = FX_StructureMediumDeath
End
Behavior = RadarUpgrade ModuleTag_19
TriggeredBy = Upgrade_AmericaRadar
End
Behavior = OCLSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponDaisyCutter
UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB
OCL = SUPERWEAPON_DaisyCutter
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SpecialPowerSpyDrone
OCL = SUPERWEAPON_SpyDrone
CreateLocation = CREATE_ABOVE_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_22
SpecialPowerTemplate = SuperweaponParadropAmerica
UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3
UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2
OCL = SUPERWEAPON_Paradrop1
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on
cliffs.
End
; Behavior = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in
CHI05
; SpecialPowerTemplate = SuperweaponCarpetBomb
; OCL = SUPERWEAPON_CarpetBomb
; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
; End
Behavior = OCLSpecialPower ModuleTag_24
SpecialPowerTemplate = SpecialPowerSpySatellite
OCL = SUPERWEAPON_SpySatellite
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_25
SpecialPowerTemplate = SuperweaponCrateDrop
OCL = SUPERWEAPON_CrateDrop
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_26
SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike
UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3
UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2
OCL = SUPERWEAPON_A10ThunderboltMissileStrike1
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_27
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End
;****DEFECTOR SPECIAL POWER HAS BEEN CUT. DO NOT REUSE MODULETAG_28
;Behavior = DefectorSpecialPower ModuleTag_28
; SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params
;End
;Kris: Now launched by OCLSpecialPower for DaisyCutter.
;Behavior = OCLSpecialPower ModuleTag_29
; SpecialPowerTemplate = SuperweaponMOAB
; OCL = SUPERWEAPON_MOAB
; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
;End
Behavior = FlammableUpdate ModuleTag_30
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End
Behavior = SpectreGunshipDeploymentUpdate ModuleTag_33
SpecialPowerTemplate = SuperweaponSpectreGunship
GunshipTemplateName = AmericaJetSpectreGunship
AttackAreaRadius = 200
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET
End
Behavior = OCLSpecialPower ModuleTag_34
SpecialPowerTemplate = SuperweaponLeafletDrop
OCL = SUPERWEAPON_LeafletDrop
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
;Behavior = CommandSetUpgrade ModuleTag_99
; CommandSet = AmericaCommandCenterCommandSetUpgradedToMOAB
; TriggeredBy = Upgrade_AmericaMOAB
;End
Behavior = GrantScienceUpgrade ModuleTag_Science
GrantScience = SCIENCE_MOAB
TriggeredBy = Upgrade_AmericaMOAB
End
Geometry = BOX
GeometryMajorRadius = 60.0
GeometryMinorRadius = 70.0
GeometryHeight = 49.0
GeometryIsSmall = No
FactoryExitWidth = 25 ; How much space to leave for units exiting.
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
Posted by: Annihilationzh - Saturday, November 21, 2009 10:46:28 AM
1) Did you mean to comment them all out, except the pathfinder? If not, remove the ; at the begginning of every line.
2) In the first post, you used Boss_SCIENCE_AMERICA_CommandSetRank1, now you're using USA_SCIENCE_AMERICA_CommandSetRank1. Have you changed playertemplate.ini to reflect this?
Posted by: medvac020 - Sunday, November 22, 2009 11:14:42 AM
okay i changed the place were it sayed
Boss_SCIENCE_AMERICA_CommandSetRank1
to
USA_SCIENCE_AMERICA_CommandSetRank1
and all the other ones to but still didn't work
Posted by: Annihilationzh - Sunday, November 22, 2009 1:19:22 PM
Finally spotted it.
You've used America instead of AMERICA in the commandset. Always copy & paste. Don't type.
Posted by: GETH COMMANDER - Monday, May 24, 2010 7:06:31 AM
That was fascinating. As a novice modder I learned alot from that.