hallo alle zusammen:)
ich habe letztens mal wieder sum1 ausgegraben und ein bisschen dran rumgemoddet...
schließlich bin ich zu dem ergebnis gekommen, dass ich ein panzer aus C&C Generals in das spiel einfügen will 

, weil ich gemerkt habe, dass C&C relativ ähnlich aufgebaut ist und ein panzer in sum bestimmt ziemlich gut kommt:D 
nun die frage: was muss ich alles tun?
meine codingskills sind mittelmäßig , aber mein wille ist groß^^
-bisher hab ich eine panzer.ini ( aus der default/object.ini und ein paar anderen zusammengebastelt)
;------------------------------------------------------------------------------
;
;    Panzer.ini
;
;------------------------------------------------------------------------------
  ; *** ART Parameters ***
    SelectPortrait       = SNBattlemaster_L
    ButtonImage = HIGandalfTheWhite
    Draw = W3DTankDraw ModuleTag_01
 ; ***DESIGN parameters ***
  Buildable = Yes                        
 Side = Gondor                     
  TransportSlotCount = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
  Weapon = PRIMARY BattleMasterTankGun
  End
  ArmorSet
    Conditions      = None
    Armor           = SoldierArmor
    DamageFX        = NormalDamageFX
  End
  VisionRange = 100.0                      ;How far we can see
  BuildCost = 200                          ;Cost to build
  BuildTime = 5                          ;Time to build in seconds
  RefundValue = 0                        ;Sell value (0 = use default)
  EnergyProduction = 0                   ;Energy required, below 0 values produce energy
  IsForbidden = No                       ;Forbidden on this map
  IsBridge = No                          ;Not a landmark bridge object.
  IsPrerequisite = No             ;Is this object a prereq to any other object
 ; *** AUDIO Parameters ***
  ;; This is a complete list of all the sounds you can give for to an Object. All of these
  ;; are potentially playable in the game, though some may not actually be reachable any more
  VoiceSelect = NoSound       ; Played when selected
  VoiceSelectGroup = NoSound
  VoiceSelectBattle = NoSound ; Played when selected and ENGAGED
  VoiceSelectBattleGroup = NoSound
  VoiceMove = NoSound         ; Given a move order
  VoiceMoveGroup = NoSound
  VoiceAttack = NoSound       ; Given an attack order
  VoiceAttackGroup = NoSound
  VoiceAttackCharge = NoSound ; Given an attack order, not attacking, been a while since given an attack order
  VoiceAttackChargeGroup = NoSound
  VoiceFear = NoSound        ; Played when object gets into "red" health zone
  VoiceCreated = NoSound      ; Played when first created (First unit created, if entire group is created at once)
  VoiceTaskComplete = NoSound ; Generic task complete
  VoiceDefect = NoSound       ; Unit defects to another player
  VoiceAttackAir = NoSound      ; Given an order to attack an air unit. Defaults to VoiceAttack
  VoiceAttackAirGroup = NoSound    
  VoiceGuard = NoSound          ; Ordered to guard area
  VoiceGuardGroup = NoSound    
  VoiceAlert = NoSound        ; Object is entering EMOTION_ALERT
  VoiceFullyCreated = NoSound ; Object is part of a horde, and the horde just had its last member produced (from factory)
  VoiceRetreatToCastle = NoSound     ; Object is (a) in battle (ENGAGED), (b) losing the battle, (c) outside the owner's camps/castles, and (d) given an order to move into one of the owner's camps / castle
  VoiceRetreatToCastleGrou p = NoSound
  VoiceMoveToCamp = NoSound          ; Object is outside of the owner's camp / castles, and is ordered to move into one the owner's camps / castles
  VoiceMoveToCampGroup = NoSound
  VoiceAttackStructure = NoSound     ; Object is ordered to attack an object with KindOf = STRUCTURE
  VoiceAttackStructureGrou p = NoSound
  VoiceAttackMachine = NoSound       ; Object is ordered to attack an object with KindOf = MACHINE
  VoiceAttackMachineGroup = NoSound
  VoiceMoveWhileAttacking = NoSound  ; Object is given a move order while ENGAGED 
  VoiceMoveWhileAttackingG roup = NoSound
  VoiceAmbushed = NoSound            ; Object is not ATTACKING or ENGAGED, and takes damage from an enemy who is invisible due to stealth
  VoiceCombineWithHorde = NoSound             ; Unit is not a member of a horde, and is being told to combine with a horde
  VoiceEnterStateAttack = NoSound            ; AI is actually entering an attack state
  VoiceEnterStateAttackCha rge = NoSound      ; AI is actually entering an attack state for first time in n seconds
  VoiceEnterStateAttackAir = NoSound         ; AI is actually entering an attack state for an airborn target
  VoiceEnterStateAttackStr ucture = NoSound   ; AI is actually entering an attack state for a structure
  VoiceEnterStateAttackMac hine = NoSound     ; AI is actually entering an attack state for a machine
  VoiceEnterStateMove = NoSound              ; AI is actually entering a move state
  VoiceEnterStateRetreatTo Castle = NoSound   ; AI is actually entering a move state during battle from outside castle to inside
  VoiceEnterStateMoveToCam p = NoSound        ; AI is actually entering a move state NOT during battle from outside castle to inside
  VoiceEnterStateMoveWhile Attacking = NoSound ; AI is actually entering a move state during battle
  VoiceSelect2 = NoSound
  VoiceSelectGroup2 = NoSound
  VoiceSelectBattle2 = NoSound
  VoiceSelectBattleGroup2 = NoSound
  VoiceMove2 = NoSound
  VoiceMoveGroup2 = NoSound
  VoiceAttack2 = NoSound
  VoiceAttackGroup2 = NoSound
  VoiceAttackCharge2 = NoSound
  VoiceAttackChargeGroup2 = NoSound
  VoiceFear2 = NoSound
  VoiceCreated2 = NoSound
  VoiceTaskComplete2 = NoSound
  VoiceDefect2 = NoSound
  VoiceAttackAir2 = NoSound    
  VoiceAttackAirGroup2 = NoSound    
  VoiceGuard2 = NoSound    
  VoiceGuardGroup2 = NoSound    
  VoiceAlert2 = NoSound
  VoiceFullyCreated2 = NoSound
  VoiceRetreatToCastle2 = NoSound
  VoiceRetreatToCastleGrou p2 = NoSound
  VoiceMoveToCamp2 = NoSound
  VoiceMoveToCampGroup2 = NoSound
  VoiceAttackStructure2 = NoSound
  VoiceAttackStructureGrou p2 = NoSound
  VoiceAttackMachine2 = NoSound
  VoiceAttackMachineGroup2 = NoSound
  VoiceMoveWhileAttacking2 = NoSound
  VoiceMoveWhileAttackingG roup2 = NoSound
  VoiceAmbushed2 = NoSound 
  VoiceCombineWithHorde2 = NoSound    
  VoiceEnterStateAttack2 = NoSound  
  VoiceEnterStateAttackCha rge2 = NoSound 
  VoiceEnterStateAttackAir 2 = NoSound    
  VoiceEnterStateAttackStr ucture2 = NoSound 
  VoiceEnterStateAttackMac hine2 = NoSound   
  VoiceEnterStateMove2 = NoSound            
  VoiceEnterStateRetreatTo Castle2 = NoSound 
  VoiceEnterStateMoveToCam p2 = NoSound      
  VoiceEnterStateMoveWhile Attacking2 = NoSound 
  
  SoundMoveStart = NoSound         ; When starting a move
  SoundMoveStartDamaged = NoSound  ; Starting a move while damaged
  SoundMoveLoop = NoSound          ; Played while moving
  SoundMoveLoopDamaged = NoSound
  SoundAmbient = NoSound           ; Always played until dead (if SoundAmbientDamaged / SoundAmbientReallyDamage d defined, played until that damage level is reached)
  SoundAmbientDamaged = NoSound    ; Played when damaged (looping)
  SoundAmbientReallyDamage d = NoSound ; Played when really damaged (looping)
  SoundAmbientRubble = NoSound     ; Played when dead (looping)
  SoundAmbient2 = NoSound
  SoundAmbientDamaged2 = NoSound
  SoundAmbientReallyDamage d2 = NoSound
  SoundAmbientRubble2 = NoSound
  SoundAmbientBattle = NoSound     ; Extra ambient played when in battle
  SoundStealthOn = NoSound         ; Played when turning on stealth
  SoundStealthOff = NoSound        ; Played when turning off stealth
  SoundCreated = NoSound           ; Played when created (produced)
  SoundOnDamaged = NoSound         ; Played when going into "damaged" state
  SoundOnReallyDamaged = NoSound   ; Played when going into "really damaged" state
  SoundEnter = NoSound             
  SoundExit = NoSound
  SoundPromotedVeteran = NoSound
  SoundPromotedElite = NoSound
  SoundPromotedHero = NoSound
  SoundFallingFromPlane = NoSound
  SoundImpact = NoSound
  SoundCrushing = NoSound ; Sound made when crushing another unit, NOT when being crushed
  UnitSpecificSounds
    ;; This is the list of unit specific sounds recognized by the game. Be careful -- 
    ;; the INI parser will not warn you about typos made in the name of the various sounds
    ; TurretMoveLoop          ; Played while turret is changing orientation
    ; DisguiseStarted
    ; DisguiseRevealedSuccess
    ; DisguiseRevealedFailure
    ; Deploy
    ; Undeploy
    ; UnderConstruction       ; Loop, being built from scratch by a worker/dozer
    ; UnderRepairFromDamage   ; Loop, being repaired from a damaged state by a worker/dozer
    ; UnderRepairFromRubble   ; Loop, being repaired from rubble by a worker/dozer
    ; VoiceDesperateAttack
    ; VoiceDesperateAttackGrou p
    ; VoiceDesperateAttack2
    ; VoiceDesperateAttackGrou p2
    ; VoiceCaptureBuildingComp lete
    ; VoiceCaptureBuildingComp leteGroup
    ; VoiceCaptureBuildingComp lete2
    ; VoiceCaptureBuildingComp leteGroup2
    ; VoiceSupply
    ; VoiceSupplyGroup
    ; VoiceSupply2
    ; VoiceSupplyGroup2
    ; VoiceUnload
    ; VoiceUnloadGroup
    ; VoiceUnload2
    ; VoiceUnloadGroup2
    ; VoiceRepair
    ; VoiceRepairGroup
    ; VoiceRepair2
    ; VoiceRepairGroup2
    ; VoiceCombatDrop
    ; VoiceCombatDropGroup
    ; VoiceCombatDrop2
    ; VoiceCombatDropGroup2
    ; VoiceGetHealed
    ; VoiceGetHealedGroup
    ; VoiceGetHealed2
    ; VoiceGetHealedGroup2
    ; VoiceGarrison
    ; VoiceGarrisonGroup
    ; VoiceGarrison2
    ; VoiceGarrisonGroup2
    ; VoiceEnterHostile
    ; VoiceEnterHostileGroup
    ; VoiceEnterHostile2
    ; VoiceEnterHostileGroup2
    ; VoiceEnter
    ; VoiceEnterGroup
    ; VoiceEnter2
    ; VoiceEnterGroup2
    ; VoiceCrush
    ; VoiceCrushGroup
    ; VoiceCrush2
    ; VoiceCrushGroup2
    ; VoiceSalvage
    ; VoiceSalvageGroup
    ; VoiceSalvage2
    ; VoiceSalvageGroup2
    ; VoiceBuildResponse
    ; VoiceBuildResponseGroup
    ; VoiceBuildResponse2
    ; VoiceBuildResponseGroup2
    ; VoicePrimaryWeaponMode      ; Played when switching to primary weapon
    ; VoicePrimaryWeaponModeGr oup
    ; VoicePrimaryWeaponMode2
    ; VoicePrimaryWeaponModeGr oup2
    ; VoiceSecondaryWeaponMode    ; Played when switching to secondary weapon
    ; VoiceSecondaryWeaponMode Group
    ; VoiceSecondaryWeaponMode 2
    ; VoiceSecondaryWeaponMode Group2
    ; VoiceTertiaryWeaponMode     ; Played when switching to tertiary weapon
    ; VoiceTertiaryWeaponModeG roup
    ; VoiceTertiaryWeaponMode2
    ; VoiceTertiaryWeaponModeG roup2
    ; VoiceBombard                ; Played when order to attack the ground (defaults to VoiceAttack)
    ; VoiceBombardGroup 
    ; VoiceBombard2
    ; VoiceBombardGroup2    
    ; VoiceRapidFire              ; Played when getting into rapid fire mode
    ; VoiceRapidFireGroup
    ; VoiceRapidFire2
    ; VoiceRapidFireGroup2
    ; VoiceEnterUnit<ObjectName>  ; Played when entering a specific type of object e.g. VoiceEnterUnitMordorMuma kil
    ; VoiceEnterUnit<ObjectName>Group
    ; VoiceEnterUnit<ObjectName>2
    ; VoiceEnterUnit<ObjectName>Group2
    ; VoiceAttackUnit<ObjectName>  ; Played when ordered to attack a specific type of object e.g. VoiceAttackUnitRohanEntF ir
    ; VoiceAttackUnit<ObjectName>Group 
    ; VoiceAttackUnit<ObjectName>2  
    ; VoiceAttackUnit<ObjectName>Group2 
  End
  VoicePriority = 5
  GroupVoiceThreshold = 20  ; Switch to VoiceWhateverGroup at this many units. 0 = never use group voices
  VoiceAmbushBlockingRadiu s = 200  ; When thinking about calling out ambush, tell units within this radius to not call "ambush" for a while
  VoiceAmbushTimeout        = 30000 ; When a nearby unit was thinking about calling out ambush, don't call ambush outselves for this long.
  
  EvaEnemyUnitSightedEvent  = GenericEnemyUnitSighted ; Normally just say "There's the enemy!"
  ; *** ENGINEERING Parameters ***
  RadarPriority = INVALID           ;INVALID means not set, and generally won't be on the radar
  DisplayColor = R:100 G:100 B:100  ;Editor display color
  KindOf = NONE                     ;Kind of bits
     Body = ActiveBody ModuleTag_02
        CheerRadius       = EMOTION_CHEER_RADIUS
        MaxHealth         = GONDOR_SOLDIER_HEALTH
        MaxHealthDamaged  = GONDOR_SOLDIER_HEALTH_DA MAGED
        ;RecoveryTime      = GONDOR_SOLDIER_HEALTH_RE COVERY_TIME
    End
    
    Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTa g
        TriggeredBy = Upgrade_GondorForgedBlad es Upgrade_TechnologyGondor ForgedBlades
        RequiresAllTriggers = Yes
    End
    Behavior = ArmorUpgrade ArmorUpgradeModuleTag
        TriggeredBy = Upgrade_GondorHeavyArmor
        ArmorSetFlag            = PLAYER_UPGRADE
        ;KillArmorUpgrade = Yes ;This cancels any previous armor upgrade.
    End
    
  ; InheritableModule means "don't remove me by default when copied from default"
    InheritableModule
        Behavior = AttributeModifierPoolUpd ate ModuleTag_DefaultAttribu teModifierPoolUpdate
            ;nothing
        End
    End
  ; InheritableModule means "don't remove me by default when copied from default"
;  InheritableModule
;    Behavior = AutoHealBehavior ModuleTag_DefaultAutoHea lBehavior
;      HealingAmount = 10  ;in health points
;      HealingDelay = 1000 ; msec
;      TriggeredBy = Upgrade_Veterancy_ELITE Upgrade_Veterancy_HEROIC ; Either of these two will work (you can skip Elite, so need both)
;    StartHealingDelay = 5000 ;in miliseconds
;   End
;  End
    InheritableModule
        ; This will farm out any experience we gain to nearby units.
        Behavior = ShareExperienceBehavior ModuleTag_DefaultShareEx p
            Radius            = 100.0
            ObjectFilter    = ANY +HERO
            DropOff            = 1.0            ; Must be one or zero.
        End
    End
  InheritableModule
    Behavior = TemporarilyDefectUpdate ModuleTag_TemporarilyDef ectUpdate
    ;***************************** IMPORTANT ***********************************************
    ;***************************** IMPORTANT ***********************************************
    ;***************************** IMPORTANT ***********************************************
    ;***************************** IMPORTANT ***********************************************
      DefectDuration      = 30000    ; VERY VERY IMPORTANT, YOU MUST Make sure that DefectDuration 
                                    ; is LESS than the ReloadTime of the special power(s)
                                    ; that trigger defection. Or all maner of grief will happen
                                    ; with defected units. So any special powers (currently only
                                    ; SpecialAbilityDominateEn emy in specialpower.ini) that
                                    ; trigger TemporarilyDefectUpdate will need to MAKE SURE
                                    ; that thier ReloadTimes are greater than DefectDuration
    ;***************************** IMPORTANT ***********************************************
    ;***************************** IMPORTANT ***********************************************
    ;***************************** IMPORTANT ***********************************************
    ;***************************** IMPORTANT ***********************************************
                
    End
  End
  
    InheritableModule
        Behavior = AttributeModifierUpgrade ModuleTag_EasySoloBonus
            TriggeredBy = Upgrade_EasyAISinglePlay er
            AttributeModifier = EasyAISinglePlayer_Bonus
        End
    End
    InheritableModule
        Behavior = AttributeModifierUpgrade ModuleTag_MediumSoloBonu s
            TriggeredBy = Upgrade_MediumAISinglePl ayer
            AttributeModifier = MediumAISinglePlayer_Bon us
        End
    End
    InheritableModule
        Behavior = AttributeModifierUpgrade ModuleTag_HardSoloBonus
            TriggeredBy = Upgrade_HardAISinglePlay er
            AttributeModifier = HardAISinglePlayer_Bonus
        End
    End
    InheritableModule
        Behavior = AttributeModifierUpgrade ModuleTag_EasyMPBonus
            TriggeredBy = Upgrade_EasyAIMultiPlaye r
            AttributeModifier = EasyAIMultiPlayer_Bonus
        End
    End
    InheritableModule
        Behavior = AttributeModifierUpgrade ModuleTag_MediumMPBonus
            TriggeredBy = Upgrade_MediumAIMultiPla yer
            AttributeModifier = MediumAIMultiPlayer_Bonu s
        End
    End
    InheritableModule
        Behavior = AttributeModifierUpgrade ModuleTag_HardMPBonus
            TriggeredBy = Upgrade_HardAIMultiPlaye r
            AttributeModifier = HardAIMultiPlayer_Bonus
        End
    End
  Scale = 1.0                               ;Scaling
  Geometry = SPHERE                         ;Collision geometry
  GeometryMajorRadius = 0.8                 ;Collision major radius
  GeometryMinorRadius = 0.8                 ;Collision minor radius
  GeometryHeight = 0.8                      ;Height for geometry
  GeometryIsSmall = Yes                     ;Is small geometry
  Shadow = NONE                             ;Shadows present for object
  BuildCompletion = APPEARS_AT_RALLY_POINT  ;Or PLACED_BY_PLAYER
  
  ; -----------------------------------------------------------------------------------------
  ; Table to use to scale experience by rank per mission. Defined in ExperienceLevels.ini.
  
  ExperienceScalarTable = DefaultExperienceScalarT able
End
-die commandbutton.ini 
CommandButton Command_Panzer
  Command           = UNIT_BUILD
    Object           = Panzer
    TextLabel          = Panzer
DescriptLabel      = Panzer
ButtonImage            = BMGreatSeigeWorks_Batter ingRam
ButtonBorderType    = BUILD
    Radial                = Yes
    InPalantir               = Yes
    ShowProductionCount    = Yes    
End
-und die commandset.ini
CommandSet Panzer
    1 = Command_Guard
        13 = Command_AttackMove
    14 = Command_Stop
        15 = Command_Guard
End
CommandSet GondorBarracksCommandSet
  1    = Command_ConstructGondorF ighterHorde
  2    = Command_ConstructGondorT owerShieldGuardHorde
  3 = Command_ConstructPanzer
    4 =  Command_ConstructGondorA rcherHorde
  5  = Command_Sell
End
-dann hab ich noch die w3d und die texture datei in den sumordner geschoben
-an der game.dat muss ich noch was machen (ka was^^)
und jetzt weiß ich nicht mehr weiter...
kann und will mir jemand bei meinem vorhaben helfen?
Lg yogurt