Posted: Mon Nov 23, 2009 11:57 pm Post subject:
A Few Requests..
Subject description: New And I Have A Few Questions related To Modding
I Am Modding Generals Zero Hour. And Ive Have A Few Questions ALong With Requests.
1. Does anyone know where i could get a UAV MQ-9 Reaper As a unit..
-Like Code, And Models + Skin?
- And something that resembles a "shield" it turns on when you press a button, and can deflect X amount of bullets, Missiles, Etc.?
2. Are there any Tutorials on making general powers.
for example.. have something like a "pod" or something, deploy from the air, land on the ground, and deploy a few units?
And is it possible to make a
Nuclear Missile -Superweapon- That can detnate in "mid-air" Deal radation to ground troops, and have an EMP Stylistic Effect on buildings and aircraft?
Btw
i'm having problems with the
Quantity MOdifer Module..
like.. i can have it make Redguard 5 at a time..
but how can you get it to work for other units in the same thing?
like.. 5 tank hunters?
and.. how can you edit it where the "Troop crawler"
comes with 4 Redguard, 4 Tank hunters..
Perhaps the best way to do the stuff you are looking for is experimentation. Some stuff (like sheilds) seems pretty advanced, so you should probably hold off on that one.
Below is the model that dictaes what units come with the Troop Crawler. While I have never worked with this code before, I have two guesses. 1 Is that you just add a new line with th additional infantry you want in there, and have it be in an identical format. The other guess is you can only have 1 infantry type. Experiment with the code, and then share the results.
Code:
Behavior = TransportContain ModuleTag_06
Slots = 8
InitialPayload = ChinaInfantryRedguard 8
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
The next modifyer is kinda self explanatory, I don't really see what you don't understand about it.
Simply edit the number for the amount of infantry you want, and add an additional line for another infantry type.
Code:
Behavior = ProductionUpdate ModuleTag_10
QuantityModifier = ChinaInfantryRedguard 2
End
If something already exists in the game, then you can do it to. Use that as a basis for modding, and apply it to the new logic you want to do. I would hold off for the advanced stuff for now, until you have a firm grasp of Generals modding. As for the model, sorry, you find anything here. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Code:
Behavior = ProductionUpdate ModuleTag_10
QuantityModifier = ChinaInfantryRedguard 2
End
as far as that.. i didnt know you just added another line
and yea.. ill experiment a bit with the Troop crawler stuff. and the "shields" my friend said he saw it in Contra.. and he wanted me to add it. soo. i was wondering how do it.. thanks for the quick reply ;]
-Edit..
mkay.. i dont understand what you meant by adding anew line..
like
Behavior = ProductionUpdate ModuleTag_10
QuantityModifier = ChinaInfantryRedguard 2
-New line here?-
End
====or====
Behavior = ProductionUpdate ModuleTag_10
QuantityModifier = ChinaInfantryRedguard 2
End
Behavior = ProductionUpdate ModuleTag_11
QuantityModifier = ChinaInfantryRedguard 2
End
Either way.. its not working.. like.. the redguard will still come out. with a different A number.. but tank hunters will not, theyll still comeout by one. QUICK_EDIT
Behavior = TransportContain ModuleTag_06
Slots = 8
InitialPayload = ChinaInfantryRedguard 4
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = TransportContain ModuleTag_13
Slots = 8
InitialPayload = ChinaInfantryTankHunter 4
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Just add this and..tadda! You'll have your balanced troop crawler _________________ QUICK_EDIT
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