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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-18-2003, 10:30 AM   #1 (permalink)
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Default Damage Types

Every weapon in the game is assigned a damage type, which I believe are hardcoded. In DamageFX.ini damage types are linked to effects which are in FXlist.ini for each type of unit, (infantry, building, etc). I was wondering if it was possible for a weapon to have two damage types. I want to poison fields to have both the kill_pilot and poison damage types, for obvious reasons. I don't think I could add a new damage type that combined both of the above becuase I belive it is hardcoded, seeing this line of text in DamageFX.ini;

"Just so you know the choices available, here is part of Damage.h"
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Old 04-18-2003, 10:43 AM   #2 (permalink)
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Try stacking the damage types on weapon the field itself uses to damage (look in the weapon.ini) I know his works for creating multiple ocl effects, might work for multiple damage fx as well.
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Old 04-18-2003, 10:56 AM   #3 (permalink)
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I already tried this, dosn't work.

DamageType = Kill_Pilot RADIATION

The engine only picks the 1st damage type. I could fix the problem by having infantry take damage from Kill_pilot damage and changing the death animations. Since it only makes sense to kill the pilot once, I turned off the particle effects for the Pilot_kill and the buliding shutdown noise from FX_DamageDisableVehicle, becuase thats what pilot kill invokes. but every second it still makes an annoying clicking noise, even if I set everything to none, that noise will still be present.
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Old 04-18-2003, 01:52 PM   #4 (permalink)
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Try this. make your weapon create two OCL objects, the first a radiation field, the second a kill_pilot field.

Make new ocl entries for a kill_pilot field, make a new kill-pilot field weapon

Should work. I need something similiar anyway, so I'll test it too. Grin.
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Old 04-18-2003, 04:59 PM   #5 (permalink)
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Great Idea for solving the damage types. I'm ready to test it, but I'm not sure how to stack stuff in the OCL, I tried adding another entry under the 1st

ProjectileDetonationOCL = OCL_RadiationFieldMedium
ProjectileDetonationOCL = OCL_KPFieldMedium

But then the radiaton field dosn't show up or have any effect, so I'm not stacking them right =( The kill_pilot noise is still there, so It must be hard wired into the kill_pilot code (its not in DamageFX.ini) Any idea how to fix this?
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