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View Full Version : [GEN/ZH] Classic C&C engineers return to Generals!



ravage
10-16-2003, 04:54 AM
it's simple.first,copy the code of GLAInfantryHijacker,and edit it like this:

Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_xx
RequiredKindOf = STRUCTURE
End

then,add the code to the buildings we want can be captured by this way:

Behavior = AIUpdateInterface ModuleTag_xx
End

now the new "Hijacker" can capture enemy buildings like the engineers in classic c&c! :D

but the problem is,it can't capture civilian buildings like oilderrick,etc.can someone fix it?

Slye_Fox
12-17-2007, 11:23 AM
You also have the problem os the Hijaker Doorslam and laugh being played when the engineer captures.

BlueGalactic
12-20-2007, 05:27 PM
I saw that happen when I installed and played Red Alert 3: The Third War, a Generals Zero Hour Conversion mod. The engineer laughed when he took over a structure.

CommieDog
12-20-2007, 09:38 PM
I managed to fix that problem in a mod I worked on some time back. I can't remember the exact details, but I was able to find an undocumented field for the ConvertToHijackedVehicleCrateCollide module that allows a different FXList to be triggered.

beng
07-26-2008, 12:58 AM
I tried it and it does not work. I changed ConvertToHijackedVehicleCrateCollide to say RequiredKindOf = STRUCTURE but the hijacker could not attack patriot batteries or firebases, which have AI modules.

Is there something else that needs to be done?

Edit: I just found out how to enable it: The base defence objects need to have IMMUNE_TO_CAPTURE removed from their KindOf.

beng
03-27-2009, 12:09 PM
I managed to fix that problem in a mod I worked on some time back. I can't remember the exact details, but I was able to find an undocumented field for the ConvertToHijackedVehicleCrateCollide module that allows a different FXList to be triggered.

I tried putting in it:
FXList = WeaponFX_ToxinTruckSprayNozzle
and the result was the game crashed on startup. Worldbuilder said that text "FXList" is not recognised.

CommieDog
03-27-2009, 08:53 PM
That's because the proper name is ExecuteFX=.

beng
04-15-2009, 08:25 AM
Thanks! Now i can make more suitable FX for the deviator missile (hijacks vehicles) and the CIA MKULTRA darts (hijacks infantry) in my mod.

beng
04-15-2009, 01:57 PM
I tried it, the ExecuteFX works but it does not replace the existing FX (the car door slam and "hah" sound). Rather, it is added to it.

CommieDog
04-15-2009, 08:26 PM
Yeah, you'll need to dummy out the contents of the existing hijack FX and create a new hijack FX and edit the Hijacker code to play the new hijack FX with the ExecuteFX= line.

beng
04-16-2009, 04:08 AM
Thanks for the tip. It does not use FX lists for the existing sound. Rather from what i can see in Game.dat using a hex editor, i think the module is hard coded to use the HijackDriver voice in voice.ini.

Rather than bloat my mod by including voice.ini in it just to modify one sound, i fixed it by adding HijackDriver to Weapon.ini which is in my mod. Since the word "Weapon.ini" is alphanumerically later in order than "voice.ini", the game will use the HijackDriver sound specification in weapon.ini instead of the one in voice.ini.

Here is what i put in weapon.ini:


AudioEvent HijackDriver
Sounds = ;
Attack = ;
Control = random
Volume = 0
MinVolume = 0
Type = world shrouded everyone
End

n5p29
04-24-2009, 05:50 AM
I have an idea to make a classic-like engineer without the hijacker module.

I found toxin tractor can fire weapon after special power cooldown or something. How if make the engineer do a conventional generals flag-capture and after finished captured the engineer will die. Is this possible?

beng
04-28-2009, 05:10 PM
How will you make it die after capturing? And what has that got to do with the toxin tractor thing? The toxin tractor thing is for when it fires the sprayer weapon, it makes it OCL the medium poison field and make it last longer if the tractor sprays longer, it has nothing to do with capturing buildings.

If you want capture then die try and make the special ability module for captureing the building make a special object that explodes and kills the hijacker.

beng
05-08-2009, 03:52 PM
Here's a single player mission for ZH to demonstrate how to make engineers out of hackers in a map.ini. I did not bother to mod the car door slam sound in this one.

It is a GC_Slth vs USA mission, your barracks can build the super hackers who can capture buildings by entering them. After reacpturing your base in the north, build up your forces and take on the US base in the opposite corner of the map. There is an unguarded powerplant in the top left so you can power some patriot batteries that you capture using the hackers.

CnCMaps Map Editing Forums -> Download Manager -> Zerohour Missions -> Engineers Attack (http://www.cncmaps.com/index.php?automodule=downloads&showfile=827)