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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 04-30-2003, 12:12 AM   #1 (permalink)
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Default Bridges...anyone messed with them?

Has anyone played around with bridges yet? Making them destroyable? and then repairable like in past cnc games?

-what about buildable bridges?
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Old 04-30-2003, 12:14 AM   #2 (permalink)
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been playing around with buildable bridges. I wanted a bridge-layer unit (and it is a way to make docks)

not much luck btw.
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Old 04-30-2003, 01:09 AM   #3 (permalink)
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nah not yet, but an idea I have is to have a repairhut as a civilian unit with a locomotor of 0 or 0.000001 so it wont move. Now create the actual bridge itself and have it automatically start on the map. Also, create a bone in the repair hut w3d, but a faid distance from it, where you want the bridge to spawn. Call it "BridgeCreate". There would have to be a way to trigger the bridge to be created again by accessing this unit.
I used the same logic with my missile tank upgrade, the chain gun bit and the actual missile tank are stored in seperate w3d files, AusVmtank.w3d and mtankupgrade.w3d and when the upgrade is triggered, the upgrade is spawned from a bone named "FIREPOINT01", which sits just next to the first HOUSECOLOR object



Now in FactionUnit.ini i added the following extra module tags to my Missile Tank
Code:
Behavior = OverlordContain ModuleTag_06
    Slots                 = 1
    DamagePercentToUnits        = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PassengersInTurret = Yes
  End

  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_MissileTankChainGuns
    TriggeredBy   = Upgrade_AustraliaTankMissileTankUpgrade
End
I don't think it would be necessary to do this in the case of the bridge I would have to test this out. The ModuleTags however may also work with a repirable structure, which can be repaired by a dozer, again I will have to test this out.

Now I defined the upgrade as any normal unit up to a point
Code:
Object AustraliaTankMissileTankChainGuns

  ; *** ART Parameters ***
  SelectPortrait         = SNGatTower_L
  ButtonImage            = SNGatTower
  
  ;UpgradeCameo1 = XXX
  UpgradeCameo1 = XXX
  UpgradeCameo2 = XXX
  ;UpgradeCameo4 = XXX
  UpgradeCameo5 = XXX
  
  
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = FIREPOINT01

    DefaultConditionState
      Model               = MTANKUPGRADE
      Turret              = TURRET01
      TurretPitch         = TURRETEL
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponFireFXBone    = SECONDARY Muzzle
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
    End
    ConditionState        = CONTINUOUS_FIRE_SLOW
      Model               = MTANKUPGRADE
      Animation           = MTANKUPGRADE.MTANKUPGRADE
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate  s l o w l y
    End
     ConditionState       = CONTINUOUS_FIRE_MEAN
      Model               = MTANKUPGRADE
      Animation           = MTANKUPGRADE.MTANKUPGRADE
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate  medium-fast
    End
    ConditionState        = CONTINUOUS_FIRE_FAST
      Model               = MTANKUPGRADE
      Animation           = MTANKUPGRADE.MTANKUPGRADE
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate  vryfst
      ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
      ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
    End

    ConditionState        = REALLYDAMAGED 
      Model               = MTANKUPGRADE_D
      Turret              = TURRET01
      TurretPitch         = TURRETEL
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponFireFXBone    = SECONDARY Muzzle
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
    End
    ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED 
      Model               = MTANKUPGRADE_D
      Animation           = MTANKUPGRADE_D.MTANKUPGRADE_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate  s l o w l y
    End
     ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED 
      Model               = MTANKUPGRADE_D
      Animation           = MTANKUPGRADE_D.MTANKUPGRADE_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate  medium-fast
    End
    ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED 
      Model               = MTANKUPGRADE_D
      Animation           = MTANKUPGRADE_D.MTANKUPGRADE_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate  vryfst
      ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
      ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
    End

  End

  ; ***DESIGN parameters ***
  Side             = Australia
  EditorSorting    = SYSTEM
  TransportSlotCount = 1
blah, blah, blah :lol:
The important bit comes with the ArmorSet:
Code:
ArmorSet
    Conditions     = None
    Armor          = InvulnerableAllArmor 
  End
  VisionRange     = 200
This pretty much states that the chain guns upgrade object shares its damage module with that of the host, being the Missile Tank. If the Missile Tank gets wasted, so will the chain guns.
Now if we added this armor set to the bridge unit, then this would mean that the bridge would share its damage value with the repair hut, and could be repairable through the bridge hut.
Next, would come the problem of having units actually crossing over the bridge "unit". Maybe this would work by adding an entry bone at either side of the bridge and an "exitstart" bone next to it and "exitend" bone at the end of the bridge.
I will work on this however as I do, after looking at all this I have stated, believe destroyable and repairable bridges are quite possible.
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Old 04-30-2003, 04:35 AM   #4 (permalink)
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AFAIK the bridge repair logic should still work. Workers and Dozers should be able to repair bridges, but only specific types (I think the concrete one springs to mind) and Im pretty sure only things like 'landmark' bridges (i.e. the ones that have 'towers' at either end) were only ever able to be repaired.
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Old 07-15-2003, 05:25 PM   #5 (permalink)
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Any progress on this?
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Old 07-15-2003, 07:09 PM   #6 (permalink)
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yes, and what of tunnels?
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Old 07-16-2003, 04:18 AM   #7 (permalink)
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I made the bridges destroyable in ProGen and am working on allowing dozers to repair them.
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Old 07-16-2003, 04:42 AM   #8 (permalink)
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I can't get them to blow up. 0_o
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Old 07-16-2003, 05:17 AM   #9 (permalink)
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I noticed a few of my bridges went pink when exposed to explosions, then eventually about 90% transparent and vehicles couldnt ross.
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