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Burningmace

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About Burningmace

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  1. Burningmace

    TibEd 2 Beta 5f freezes

    I've installed TibEd 2 Beta 5f, and after a minute or two of using it, it freezes for 15 seconds or so when I click on anything in the tree view on the left. I've checked task manager, and during that period TibEd is freezing it uses up 99% of my CPU time. The memory delta sits at zero, and the IO reads and writes aren't changing either. It seems that TibEd gets stuck in a loop for a short period. Furthermore, this problem doesn't occur with TibEd 2 Beta 4. I'm running: Windows XP SP3 AMD Athlon 1500+ @1.4GHz 3GB DDR400 RAM The OS is a fresh install with the latest updates. Any ideas? Things I've tried: Re-installed Disable auto-save Change auto-save compression to Lowest and None. I'm not sure if your Python IDE supports snapshot debugging like VS2008 does, but I've attached a zip file containing the appcompat, manifest and minidump for the process in its frozen state. Hope it's useful. tibed_2_5f_dump.zip
  2. Burningmace

    Two Questions about ZH

    I want to mod the GLA Rocket Buggy in CnC ZH so that it can drive on water, how do I do this? Also, how do I scale an objects size? I want to make a bigger version of the USA cannon defense building (can't remember what it's called, have to reboot now to get my E drive back ) Thanks in advance for your help.
  3. Burningmace

    America, China or GLA?

    I was thinking to myself that if I prefer to play GLA, surely everyone else must have a preference... Feel free to list reasons why you like your favourite side. I like the GLA for the following reasons: - No limits due to power - They're a sort of DIY bodge job side, which I like - I'm neither American or Chinese, so I'm not biased to either. - I feel USA is too structured and limited. - I think China is a bit lacking in base defence. - They're fast and have strength in numbers. - Everything is cheap. - They have many clever upgrades.
  4. Burningmace

    Adding upgrade in ZH

    I want to make a new upgrade icon on the generals points screen for two of my new units, like how the Paladin Tank is made available when playing USA. I want to add an ability for the GLA in which they can steal technology, allowing them to build American and Chinese bulldozers so that they can make USA and China building/units. I've duped the USA & China dozers to GLAStolenUSAWorker and GLAStolenChinaWorker, set the build-time to 20.0 and build cost to 3000 each. Now all I need to do is a) add the new generals points screen upgrade know what prerquisite code I need to enter for both new units. Thanks in advance for any help! - Burningmace
  5. I've decided to try to make this mod too, but with a twist. I'm trying to add a superweapon upgrade thingy for lvl5, just like the Paladin Tank or Scud Launcher upgrades. I want to add a button after the last one on Level 5 General points for the GLA with an image and text so that I can make a "Technology Leak" upgrade, so that the command centre can build USA and Chinese construction dozers. How do I do this with my own custom image and text? How can I make the button in the command centre available only when I've got the upgrade? Thanks in advance for your help! Note: This is for Zero Hour. EDIT: I've now duped the USA & China dozers to GLAStolenUSAWorker and GLAStolenChinaWorker, set the build-time to 20.0 and build cost to 3000 each. Now all I need to do is a) add the new generals points screen upgrade know what prerquisite code I need to enter for both new units. Please help in topic called "Adding upgrade in ZH".
  6. Burningmace

    Adding new special ability to Jarmen Kell

    I don't need to make this mod any more, Zero Hour did it for me Jarmen Kell automatically gets the demo charges in ZH.
  7. I'm attempting to copy Colonel Burton's C4 abilities (Place Timed Charge, Place Remote Charge, Detonate Charges) to Jarmen Kell, but have got a problem. I have set up the CommandSet and CommandButton stuff, so the buttons show up in the game. The thing is, I can't use them. When I click them the cursor changes to the "Cannot Place Bomb" type cursor. I thought it was something to do with Behaviour_SpecialAbility being missing for Jarmen Kell, but have found the only way to fix it is to use FinalBIG to export the so-far modded Jarmen Kell, add the special ability data and import it back in, but I get a fatal error when I do so. Here's what I've inserted into FactionUnit.ini after Jarmen Kell's normal abilities: Behavior = SpecialAbility ModuleTag_10 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges UpdateModuleStartsAttack = Yes InitiateSound = ColonelBurtonVoicePlantRemoteCharge End Behavior = SpecialAbilityUpdate ModuleTag_11 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = RemoteC4Charge MaxSpecialObjects = 8 SpecialObjectsPersistWhenOwnerDies = No;Charges are removed instantly when owner dies (nobody can detonate). AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization. SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge PackTime = 0 SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges. FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = ColonelBurtonPlantCharge LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 5000; in milliseconds End Behavior = SpecialAbility ModuleTag_12 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges UpdateModuleStartsAttack = Yes InitiateSound = ColonelBurtonVoicePlantTimedCharge End Behavior = SpecialAbilityUpdate ModuleTag_13 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = TimedC4Charge MaxSpecialObjects = 10 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = ColonelBurtonPlantCharge LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 5000; in milliseconds End How do I get this to work?
  8. Initial Post: Faction->Unit Find your unit and click the [+] next to it. Go to "Body". InitialHealth - Heath the unit starts off with. MaxHealth - Maximum health the unit can have. EDIT: Sorry, didn't notice that you were doing this for zero hour. Go to the faction that the unit is in (e.g America), click the [+] next to it, then go to the object type it is (e.g Infantry for men or Vehicle for vehicles). Now find your object by its name (e.g AmericaInfantryColonelBurton). Click the [+] next to it and find "Body". MaxHealth and InitialHealth are in there.
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