Add ECA Units to USA |
Add ECA Units to USA |
6 Mar 2017, 1:33
Post
#1
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Hi, I'm quite new to modding and I was wondering how I would be able to add the ECA dozer to the US base and allow it to build all the ECA buildings(including the ones locked behind ECA specific general powers)? If possible I would also like to add every eca unit along with their general powers to the usa. Thank you for taking the time to read this! Any help would be greatly appreciated!
-------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
6 Mar 2017, 8:41
Post
#2
|
|
Particle effects since 2004' Group: Members Posts: 118 Joined: 7 March 2012 Member No.: 9029 |
You should start by extracting the files with a .big extractor. Then just find units, their commandsets and commandbuttons and add them to your mod. You can remove the science requirement for buildings in their code too.
If you want general super powers - you are probably going to run out of space if you want to buy them. You can add all of them to the ECA commandcenter but you won't be able to "buy" them from the generals powers menu due to engine limitations. -------------------- Woo Particle effects!
|
|
|
6 Mar 2017, 10:09
Post
#3
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
You should start by extracting the files with a .big extractor. Then just find units, their commandsets and commandbuttons and add them to your mod. You can remove the science requirement for buildings in their code too. If you want general super powers - you are probably going to run out of space if you want to buy them. You can add all of them to the ECA commandcenter but you won't be able to "buy" them from the generals powers menu due to engine limitations. Thank you for the reply! I downloaded final big and I've managed to see the Rotr.ini folder with all the coding. How would I copy the eca dozer and where would I copy it too? -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
6 Mar 2017, 10:17
Post
#4
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Thank you for the reply! I downloaded final big and I've managed to see the Rotr.ini folder with all the coding. How would I copy the eca dozer and where would I copy it too? PlayerTemplate.ini. Add the ECA Excavator as a start unit for the US faction. You should be able to figure it out with some reading. -------------------- |
|
|
6 Mar 2017, 11:35
Post
#5
|
|
Particle effects since 2004' Group: Members Posts: 118 Joined: 7 March 2012 Member No.: 9029 |
PlayerTemplate.ini. Add the ECA Excavator as a start unit for the US faction. You should be able to figure it out with some reading. Yes that, also you can have mutliple units for starting units in case you want to keep the US dozer too. -------------------- Woo Particle effects!
|
|
|
6 Mar 2017, 22:39
Post
#6
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Yes that, also you can have mutliple units for starting units in case you want to keep the US dozer too. Would it be the line that says StartingUnit1 in PlayerTemplate FactionAmerica? For starting unit0 I see Faction America, would that mean the American construction dozer? -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
6 Mar 2017, 22:56
Post
#7
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Would it be the line that says StartingUnit1 in PlayerTemplate FactionAmerica? For starting unit0 I see Faction America, would that mean the American construction dozer? My apologies I've been just viewing the .big screen, where would I extract all the ini files too? I've done the extract all option to the zero hour directory for origin but I don't know what to do next or what I should be looking for. Thank you for the help again and I apologize if I'm taking up your time. -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
7 Mar 2017, 0:59
Post
#8
|
|
Particle effects since 2004' Group: Members Posts: 118 Joined: 7 March 2012 Member No.: 9029 |
My apologies I've been just viewing the .big screen, where would I extract all the ini files too? I've done the extract all option to the zero hour directory for origin but I don't know what to do next or what I should be looking for. Thank you for the help again and I apologize if I'm taking up your time. GameFolder/Data/INI/ Make sure you also keep the structure of the folders inside the INI folder (Some of the .inis are inside of an object folder for example). Then search for the ECA dozer and add it as a starting unit for your faction. You should be able to build it, and through the unit you can build all ECA buildings. The superpower sciences are harder - you have only limited space in your generals promotions menu so you can't add more sciences than available slots. You can replace the USA sciences you don't care about with ECA powers you care about. -------------------- Woo Particle effects!
|
|
|
7 Mar 2017, 5:43
Post
#9
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
GameFolder/Data/INI/ Make sure you also keep the structure of the folders inside the INI folder (Some of the .inis are inside of an object folder for example). Then search for the ECA dozer and add it as a starting unit for your faction. You should be able to build it, and through the unit you can build all ECA buildings. The superpower sciences are harder - you have only limited space in your generals promotions menu so you can't add more sciences than available slots. You can replace the USA sciences you don't care about with ECA powers you care about. Thank you chappi and thank you Zeke! The dozer works perfectly! The only problem I've ran into is that the dozer can build regional command but it cannot build a field command to build more dozers. Is there a specific area I should look for in order to eliminate the "requirement ECA faction" and build dozers at both command centers? This post has been edited by spookspook: 7 Mar 2017, 5:44 -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
7 Mar 2017, 9:46
Post
#10
|
|
Particle effects since 2004' Group: Members Posts: 118 Joined: 7 March 2012 Member No.: 9029 |
Thank you chappi and thank you Zeke! The dozer works perfectly! The only problem I've ran into is that the dozer can build regional command but it cannot build a field command to build more dozers. Is there a specific area I should look for in order to eliminate the "requirement ECA faction" and build dozers at both command centers? I haven't really played the mod you're talking about. But I'd find the building code and look for prerequisites and remove those that are blocking you from building it. -------------------- Woo Particle effects!
|
|
|
8 Mar 2017, 8:09
Post
#11
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
I haven't really played the mod you're talking about. But I'd find the building code and look for prerequisites and remove those that are blocking you from building it. I found it, I'm not sure what to do next though. Would I delete the whole "Prerequisites Object=FactionEurope End" or just set it to Prerequisites Object=NONE? -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
8 Mar 2017, 8:15
Post
#12
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
I found it, I'm not sure what to do next though. Would I delete the whole "Prerequisites Object=FactionEurope End" or just set it to Prerequisites Object=NONE? Just comment it out by placing a ";" in front of the line (ex. ;Prerequisites Object=FactionEurope), that will disable it. -------------------- |
|
|
8 Mar 2017, 8:44
Post
#13
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Just comment it out by placing a ";" in front of the line (ex. ;Prerequisites Object=FactionEurope), that will disable it. It seems that whenever I place the ";" before prerequisites rise of the reds encounters a "serious error" and won't let me play but it plays normally if I remove the ";". Would there be more coding I have to change? Or should I learn how to make units build able and add it to either the US or ECA warfactory? I apologize if I am taking up both you and chappi's time, I really appreciate all the help you guys are giving me! -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
8 Mar 2017, 12:47
Post
#14
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
It seems that whenever I place the ";" before prerequisites rise of the reds encounters a "serious error" and won't let me play but it plays normally if I remove the ";". Would there be more coding I have to change? Or should I learn how to make units build able and add it to either the US or ECA warfactory? I apologize if I am taking up both you and chappi's time, I really appreciate all the help you guys are giving me! Sorry I meant put the ";" in front of "Object" not "Prerequisite", got confused because the entire module was types in as a straight line -------------------- |
|
|
8 Mar 2017, 20:24
Post
#15
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Sorry I meant put the ";" in front of "Object" not "Prerequisite", got confused because the entire module was types in as a straight line It works like a dream Zeke! Thank you! I had a quick question about making objects buildable if that's all right? Id like to make general power exclusive units buildable such as the fennec, ECA commandos, green beret, delta, ATV Humvee, etc. so that I can minimize the amount of general powers to replace. How should I go about that? From a previous post you mentioned commandset and command button but I'm not sure how it works, especially command button looks like a big blob of coding. This post has been edited by spookspook: 8 Mar 2017, 20:25 -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
9 Mar 2017, 0:08
Post
#16
|
|
Particle effects since 2004' Group: Members Posts: 118 Joined: 7 March 2012 Member No.: 9029 |
It works like a dream Zeke! Thank you! I had a quick question about making objects buildable if that's all right? Id like to make general power exclusive units buildable such as the fennec, ECA commandos, green beret, delta, ATV Humvee, etc. so that I can minimize the amount of general powers to replace. How should I go about that? From a previous post you mentioned commandset and command button but I'm not sure how it works, especially command button looks like a big blob of coding. Units that require generals powers (actually sciences) are done exactly like those buildings - by removing their prerequisites. As for the commandbutton stuff. You can imagine that each unit/building/ability button you click is essentially a commandbutton - a button that has an associated command with it. Commandset is a set of commandbuttons. For example - each dozer has a commandset that consists of commandbuttons. Each of those commandbuttons allows the dozer to build a specific building. Another example - say you'd like to build the GLA's scorpion via USA war factory. To make it buildable (besides editting the prerequisites if thats needed) you need to add a proper commandbutton to your war factory commandset. The easiest way is to check the GLA arms dealer commandset for a scorpion commandbutton and just copy it over to your war factory commandset. Note - each commandset entry must have an unique number and max number of commands per commandset is 14 (You can get A LITTLE BIT more - see widescreen mod for example). So getting back to your original idea if you're still building ECA units out of it's original factory you will just need to remove the required sciences from each unit prerequisites and this should allow you to build them without the need to spend generals points. For example - this is the vanilla zh pathfinder CODE Prerequisites Object = AmericaBarracks Science = SCIENCE_Pathfinder End Your units have the same way of restricting the building process - just remove the science line. However if you wish to build an unit from a different war factory - you need to copy it's commandbutton construct line to your factory. The easiest way to do this is to copy it directly from it's original war factory commandset. Search the commandsetfile for the unit name you wish to build and just copy it over to your code. Remember the number restrictions and you should be good. (Example below) CODE CommandSet GLAArmsDealerCommandSet 1 = Command_ConstructGLATankScorpion 2 = Command_ConstructGLAVehicleTechnical 3 = Command_ConstructGLAVehicleRadarVan 4 = Command_ConstructGLAVehicleQuadCannon 5 = Command_ConstructGLAVehicleToxinTruck 6 = Command_ConstructGLAVehicleRocketBuggy 7 = Command_ConstructGLATankMarauder 8 = Command_ConstructGLAVehicleBombTruck 9 = Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Command_ConstructGLAVehicleCombatBike 12 = Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End We want to build scorpions out of US war factory so we copy the line number 1. CODE CommandSet AmericaWarFactoryCommandSet 1 = Command_ConstructAmericaTankCrusader 2 = Command_ConstructAmericaVehicleTomahawk 3 = Command_ConstructAmericaVehicleHumvee 4 = Command_ConstructAmericaVehicleMedic 5 = Command_ConstructAmericaVehiclePaladin 6 = Command_ConstructAmericaVehicleSentryDrone 7 = Command_ConstructAmericaVehicleAvenger 8 = Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 10 = Command_ConstructGLATankScorpion 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End And we've added it on slot number 10. In theory this is done now. But in practice scorpion probably has an arms dealer prerequisite so while copying units between factions you need to look at that. But in your case you shouldn't have such problem. -------------------- Woo Particle effects!
|
|
|
9 Mar 2017, 0:24
Post
#17
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Units that require generals powers (actually sciences) are done exactly like those buildings - by removing their prerequisites. As for the commandbutton stuff. You can imagine that each unit/building/ability button you click is essentially a commandbutton - a button that has an associated command with it. Commandset is a set of commandbuttons. For example - each dozer has a commandset that consists of commandbuttons. Each of those commandbuttons allows the dozer to build a specific building. Another example - say you'd like to build the GLA's scorpion via USA war factory. To make it buildable (besides editting the prerequisites if thats needed) you need to add a proper commandbutton to your war factory commandset. The easiest way is to check the GLA arms dealer commandset for a scorpion commandbutton and just copy it over to your war factory commandset. Note - each commandset entry must have an unique number and max number of commands per commandset is 14 (You can get A LITTLE BIT more - see widescreen mod for example). So getting back to your original idea if you're still building ECA units out of it's original factory you will just need to remove the required sciences from each unit prerequisites and this should allow you to build them without the need to spend generals points. For example - this is the vanilla zh pathfinder CODE Prerequisites Object = AmericaBarracks Science = SCIENCE_Pathfinder End Your units have the same way of restricting the building process - just remove the science line. However if you wish to build an unit from a different war factory - you need to copy it's commandbutton construct line to your factory. The easiest way to do this is to copy it directly from it's original war factory commandset. Search the commandsetfile for the unit name you wish to build and just copy it over to your code. Remember the number restrictions and you should be good. (Example below) CODE CommandSet GLAArmsDealerCommandSet 1 = Command_ConstructGLATankScorpion 2 = Command_ConstructGLAVehicleTechnical 3 = Command_ConstructGLAVehicleRadarVan 4 = Command_ConstructGLAVehicleQuadCannon 5 = Command_ConstructGLAVehicleToxinTruck 6 = Command_ConstructGLAVehicleRocketBuggy 7 = Command_ConstructGLATankMarauder 8 = Command_ConstructGLAVehicleBombTruck 9 = Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Command_ConstructGLAVehicleCombatBike 12 = Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End We want to build scorpions out of US war factory so we copy the line number 1. CODE CommandSet AmericaWarFactoryCommandSet 1 = Command_ConstructAmericaTankCrusader 2 = Command_ConstructAmericaVehicleTomahawk 3 = Command_ConstructAmericaVehicleHumvee 4 = Command_ConstructAmericaVehicleMedic 5 = Command_ConstructAmericaVehiclePaladin 6 = Command_ConstructAmericaVehicleSentryDrone 7 = Command_ConstructAmericaVehicleAvenger 8 = Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 10 = Command_ConstructGLATankScorpion 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End And we've added it on slot number 10. In theory this is done now. But in practice scorpion probably has an arms dealer prerequisite so while copying units between factions you need to look at that. But in your case you shouldn't have such problem. Awesome thank you chappi! Would this same logic apply to units that are only airdropped through general powers? They are not buildable in the current version of Rise of The Reds so I assume I would have to put in their own command button and such? -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
9 Mar 2017, 2:35
Post
#18
|
|
Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
Yeah, in most cases you will need a new command button. Just copy an existing command button, rename it, replace the object being build with whatever you want and replace the cameo with the one from the object (the one WITHOUT the _L). Then copy the new button's name into your commandset and done.
|
|
|
9 Mar 2017, 2:49
Post
#19
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Yeah, in most cases you will need a new command button. Just copy an existing command button, rename it, replace the object being build with whatever you want and replace the cameo with the one from the object (the one WITHOUT the _L). Then copy the new button's name into your commandset and done. Thank you! Does it matter where the new command button is placed? I'm seeing a lot of text on notepad for commandbutton. It's a tad overwhelming to say the least. This post has been edited by spookspook: 9 Mar 2017, 2:54 -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
9 Mar 2017, 10:07
Post
#20
|
|
Particle effects since 2004' Group: Members Posts: 118 Joined: 7 March 2012 Member No.: 9029 |
Thank you! Does it matter where the new command button is placed? I'm seeing a lot of text on notepad for commandbutton. It's a tad overwhelming to say the least. You can add it wherever you want in the commandbutton file. It's a good idea to keep same faction buttons together so you can easily fix stuff when something doesn't work as intended. -------------------- Woo Particle effects!
|
|
|
9 Mar 2017, 15:33
Post
#21
|
|
Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
That's an idea, though most people really just add new stuff at the bottom of the file. Ultimately it boils down to personal choice, since due to the amount of buttons, you will have to use the search function anyway.
|
|
|
9 Mar 2017, 23:02
Post
#22
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Thank you chappi and soraz! ive ran into a bit of an error though. It seems I can build both the ECA Commando Medic and Anti Tank but I cant build the demo for some reason. I'm also getting a missing control bar error for all three.
CODE Command_ConstructEuropeInfantryCommando_AntiTank
Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = EuropeInfantryCommando_AntiTank TextLabel = CONTROLBAR:ConstructEuropeInfantryCommando_AntiTank ButtonImage = SECommandoAntiTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEUBuildCommando_AntiTank End CommandButton Command_ConstructEuropeInfantryCommando_Demo Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = EuropeInfantryCommando_Demo TextLabel = CONTROLBAR:ConstructEuropeInfantryCommando_Demo ButtonImage = SECommandoDemo ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEUBuildCommando_Demo End CommandButton Command_ConstructEuropeInfantryCommando_Medic Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = EuropeInfantryCommando_Medic TextLabel = CONTROLBAR:ConstructEuropeInfantryCommando_Medic ButtonImage = SECommandoMedic ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEUBuildCommando_Medic End CommandButton -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
10 Mar 2017, 2:45
Post
#23
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
More specifically, the button image for commando_demo shows up and I can click on it but it won't build or show up in the building menu. The at and medic commando work fine though.
-------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
10 Mar 2017, 2:51
Post
#24
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Thank you chappi and soraz! ive ran into a bit of an error though. It seems I can build both the ECA Commando Medic and Anti Tank but I cant build the demo for some reason. I'm also getting a missing control bar error for all three. CODE CommandButton Command_ConstructEuropeInfantryCommando_Demo Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = EuropeInfantryCommando_Demo TextLabel = CONTROLBAR:ConstructEuropeInfantryCommando_Demo ButtonImage = SECommandoDemo ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEUBuildCommando_Demo End Is this how the button codes show up in your end as well, with the "Command = UNIT_BUILD" on the same line as the button name? If so, fixing it might solve your problem. If not check if you types the object name correctly, and check the demo prerequisites, and disable anything that would stop the unit from being built. As for the missing controlbars, you have to make an entry for them in generals.str -------------------- |
|
|
10 Mar 2017, 6:13
Post
#25
|
|
Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Is this how the button codes show up in your end as well, with the "Command = UNIT_BUILD" on the same line as the button name? If so, fixing it might solve your problem. If not check if you types the object name correctly, and check the demo prerequisites, and disable anything that would stop the unit from being built. As for the missing controlbars, you have to make an entry for them in generals.str Thank you zeke! You were right it was the line issue. Where would one find generals.str? -------------------- Nowhere to run to, baby, nowhere to hide
|
|
|
Lo-Fi Version | Time is now: 18 April 2024 - 7:19 |