belzebubukas
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Scale = N shows up differently in the world builder and the game
belzebubukas replied to belzebubukas's topic in Generals / Zero Hour Maps & Modding
Found a solution that's a bit of a pain in the ass, but it works. In-game Scale is applied twice it seems, while in world builder it's applied once. So the solution is to set Scale (e.g. 1.1) in map.ini, and set the Scale for the same object in game files to the square of that number (e.g. 1.21). Then the visuals match. Hope this helps someone -
Scale = N shows up differently in the world builder and the game
belzebubukas posted a topic in Generals / Zero Hour Maps & Modding
So I'm trying to scale some objects in my map.ini. I want to preview the changes in the World Builder so I add the e.g. Scale = 1.2 to the game files. When I open world builder the scaling is shown correctly. When I open up the game, the objects are scaled wayyyyyy more. Note that at this point map.ini does not have the scale argument, so it shouldn't be applied multiple times (not sure if it would do that even if it were). Any way to get around this? I'm not a huge fan of moving things one millimeter in the world builder and reloading the game to see if it's in the spot I want it to be in now... P.S. the one in the world builder is 100% scaled already, I've tested with exaggerated numbers to be sure. -
map.ini shenanigans
belzebubukas replied to belzebubukas's topic in Generals / Zero Hour Maps & Modding
In case someone else finds this useful, there's a list of modules and their parameters here, very useful: https://files.lonebullet.com/command-and-conquer-generals-zero-hour/mods/zero-hour-module-list.txt -
Custom defined weapon ProjectileDetonationFX not showing
belzebubukas replied to belzebubukas's topic in Generals / Zero Hour Maps & Modding
Some browsing of other map.ini files has revealed the following: "map ini weapons cannot use objects". This game is so frikkin finicky. Maybe I'll make a weapons.ini override file as a tiny mod for this map, idk... -
Custom defined weapon ProjectileDetonationFX not showing
belzebubukas posted a topic in Generals / Zero Hour Maps & Modding
In map.ini, if I give the SpectreHowitzerGun to a unit, it works perfectly. However, if I create a new gun that's an exact copy, apart the name, in-game I can't see ProjectileDetonationFX or ProjectileObject. I've attached the map.ini, the issue is at lines 321-467. I'd be very curious why this happens and how to get around it, as I'd think they'd work identically. map.zip -
belzebubukas started following map.ini shenanigans
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Considering coming back to the scene to make a cool, beautiful, functionally interesting map. So I dived into it just to realise I have no idea what I'm doing. Scripting is fine, but I want to make some changes using map.ini, and that's where I fall. Neither me nor chatgpt could figure out how to make some pretty simple changes, and looking online didn't seem to find a comprehensive guide. Found some suuuuper basic basics, some examples, but nothing that would help me understand why whatever I script crashes the damn game. So I'm looking for one of the following: -> Some kind of way to debug, so that the crashes at least tell me what went wrong -> A more comprehensive toturial -> Someone willing to help me with map.ini personally, and perhaps answer some more tech question in regard to the game in general Another consideration is I suspect the game is kinda dead (it's old af after all). I did see a stream on youtube with 800 viewers yesterday, so idk, but I'm considering if I should abandon this idea entirely. Cause, you know, why make it if noone will play it. So I'm gauging general interest as well. If anyone reads this, thanks for your attention, and lemme know if you have insight about any of this pls
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Combined effort to make a cool map?
belzebubukas posted a topic in Generals / Zero Hour Maps & Modding
I have, yet again, started making a cool map which I probs won't finish... So I figured I'd see if anyone would be interested in co-authoring it (could be multiple people). Would make it more interesting and motivate me too. If interested please dm me or reply here. The map idea is to make a good looking, heavily scripted map that for PvP multiplayer (I guess it wouldn't be super balanced, but it'd make up for it with the fun factor, and it'd be easy to later make a de-scripted version if desired). It's super early stage, so we'd be starting from planning the thing out (I got a days worth of work into it so far, but only a small corner is kinda done). Ability to make nice looking maps, script or mod map.ini would all be useful. -
How to make a unit survive being hit by the train ?
belzebubukas replied to djambalaz's topic in Generals / Zero Hour Maps & Modding
Hi, Just tick the "indestructable" option in world builder with the unit selected If you need to do it via scripting, <Unit -> Affect flags set on object panel> (you'll get it from here) should do the trick -
Help with scripting cutscenes
belzebubukas replied to Roger Dyer's topic in Generals / Zero Hour Maps & Modding
Hi Roger, It's nice to see ZH map making community is not dead just yet. What you're trying to do sounds fairly simple, but when you present everything in one big chunk it quickly becomes confusing - that may contribute to this being the first reply. I'm not even sure if you'll read this as this is ~3 months old... Either way, I feel like I could sort you out if you messaged me and asked about one thing at a time in more detail (I had trouble following your current post). In addition, you could send over the map and I could do some scripting myself Hope to hear from you, Pov -
So, after a loong time not touching the game I've decided to make some nice and heavily customised map. This would be both heavily scripted and map.ini edited. Right now I'm thinking of disabling all / most of the building capabilities of dozers and giving some default buildings in the bases such as some defences, infantry barracks, command centre, maybe strategy centre. In the map you'd have some neutral indestructable uncapturable buildings that would occasionally produce tanks / aircraft and make them unmanned, therefore you'd get units specific to factories you're holding and try to wreck the other players with your captured stuff. Of course, I'd like to make it more nuanced, eg.: -> every player could create trucks / convoys which would be used (up) to upgrade the civilian factories to produce more / better vehicles -> could have a civilian nuclear plant somewhere - when it's destroyed the whole map would have a bit of a radiation poisoning. The closer you come to the destroyed plant, the faster you lose health. As a matter of fact, I have already implemented this bit. What I hope to get here is more ideas and feedback before I start properly. Keep in mind I'm quite good with this stuff, so don't worry too much about viability. Anything goes. I also hope to see whether the community is dead. The game is really old, after all. Oh, and one last thing - I might be doing this with the Destructive Forces mod as it adds a lot of stuff I could work with. I'd be happy to hear what you guys think about that as well. Thanks for your time
