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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 04-19-2003, 12:37 PM   #1 (permalink)
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Default Kill_Pilot Field

I'm suprised that Chemical Biological and Nuclear weapons don't disable vehicles as they would in reality. I created a new Field in system.ini which is a KPField, a kill pilot field. The idea is to have this field spawn along with a chem, bio, or radiation field (each field can only have one damage type, hence the new field). I couldn't get the OCL for NBC (nuclear chem bio) fields to also spawn a KP field, see below

ObjectCreationList OCL_RadiationFieldMedium
CreateObject
ObjectNames = RadiationFieldMedium
ObjectNames = KPFieldMedium
Disposition = ON_GROUND_ALIGNED
End
End

*Dosn't Work*

I then tried to make a weapon (in this case, the nuke cannon) spawn 2 fields

ProjectileDetonationFX = WeaponFX_NukeCannon
ProjectileDetonationOCL = OCL_RadiationFieldMedium
ProjectileDetonationOCL = OCL_KPFieldMedium

When I tried this in the game, a radiation field didn't show up (no yellow blob) or have any effects. Oddly enough, the KPField did work, but again nothing showed up graphicly. (It's fine that the KPField dosn't have a visual effect, becuase it should only be in the same place as an NBC field.

The last problem I've been having is a sound effects one. I edited the Kill_Pilot Damage type so that it made no noise or particle effects. It worked 1/2 way, the sparks and buildingshutdown noise went away (they were the only things specified for Kill_pilot in the sound effects ini) but a super annoying clicking noise remained, could be small arms fire. I'm not sure how to get rid of this, as I've gotten rid of all the effects related to Kill_Pilot, and that's the only damage type effecting my test vehicles.
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Old 04-19-2003, 02:40 PM   #2 (permalink)
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Come on now, I know you bright people can help me figure this out. I hope...
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Old 04-19-2003, 02:48 PM   #3 (permalink)
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i need that for my mod too. :/
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Old 04-19-2003, 04:23 PM   #4 (permalink)
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If you open up your System.ini in the objects folder and scroll down to PoisonFieldLarge you'll find that they do, in fact, make use of two weapons, to add an extra weapon effect to a field you just need to add an extra FireWeaponUpdate module to it
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Old 04-19-2003, 05:51 PM   #5 (permalink)
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Ah, thanks. I had the OCL create a KPfield along with the NBC field, but your way is better becuase I only have to edit 2 (system and weapon) instead of 3 (system, weapon, and ocl) ini's. Thanks again
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Old 04-19-2003, 08:14 PM   #6 (permalink)
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ive already made it
Its called a VX Nerve gas bomb.
Find Anthrax Bomb and change damage type form POISON to KILL_PILOT
Then u need to add another transparent weapon to the weapon in weapon.ini and object creation list and make damage type for that POISON
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Old 04-20-2003, 09:41 AM   #7 (permalink)
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True... In reality, radiation would also not destroy vehicles - the crew would merely die of radiation posioning and leave the vehcile perfectly intact. However, 90% of modern vehicles have NBC protection to cover that.
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Old 04-20-2003, 09:56 AM   #8 (permalink)
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I've implemented Shadow's suggestion, making the fields have 2 weapons. Works great. The only problem is the annoying clicking sound disabled vehicles make. It's not in DamageFX.ini (I told Kill_Pilot field not to be assoicated with any effects) so I'm fresh out of ideas where else to look. I'm going to put the Hazmat infantry in the game with the ability to recover vehicles disabled by NBC agents. (and make the fields stay for longer periods, maybe make the float around like a real gas cloud). Hazmat pilots wouldn't be enough to counter the GLA's obvious advantage here, so I'm going to have UN reforcements fly in when NBC agents are used. If someone could help me out with the sound effects problem, that would be awsome, thanks
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Old 04-20-2003, 10:07 AM   #9 (permalink)
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Hey, post a tutorial when you're finished - it would be a real bonus to the community, and all the other aspiring modders out there.
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