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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 04-24-2003, 05:26 AM   #1 (permalink)
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Default to fuel up ...

To concentrate back to editing talk, I’d like to discuss a fuel depending game.

As this is a war game, one of the most important things in war are the logistics. Without it, you loose a war, as simple as that. Unlike other war games (SS), Generals did not choose to include something in that sort.
Probably because they feel it obstructs the "fast and furious" game play.

thanks to Chrono's research , a while ago, the most easiest way is to implement the powerstations as fuel depot’s and tag every unit with a kindof =POWERED. knocking out the all fuel supply would stop any attack dead in its tracks...

However, between a shit load of work and ultra urgent projects in, I’ve been pondering on another system, that depends on actual fuel consumption and the distance driven by a unit.
To that I’m wondering if it would be possible, like in the good old RA2, to attach a damaging system to a particle system. The basic idea would be to make the dust particles kill the vehicle pilot.
Another question related to that is that I’m wondering how the kill_pilot is implemented. can it be healed , for example?

If you have other thoughts on resource related idea...don't hold back
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Old 04-24-2003, 10:58 AM   #2 (permalink)
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I think the kill pilot idea is a bit poor, for the most important reason, when a vehicle is out of fuel, it still has batteries to move its turret or do something.

I thought using the Aurora and general jet behaviours (eg when no base, take so much damage per/sec) was nice, however, it only works for jets, and the damage type can't be defined :/

New input?
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Old 04-24-2003, 06:32 PM   #3 (permalink)
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It should be very difficult ..
I haven't been able to make a refill station for non-jet units yet, and that particle systems cannot do damage (you will see this in EAP's comment somewhere, perhaps in system or weapon.ini). I don't recall any logic that deals with distance either. There are quite some that are controlled by time, but this way the unit will run out of fuel even though it is not moving. (Perhaps the unit keeps spawning some dependent objects from time to time and then when you have enough amount of that spawned object the script upgrades the unit's locomotor? Doesn't sound possible though, even by map script :|)
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