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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 05-16-2003, 12:01 AM   #1 (permalink)
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Default science training for usa

im new here and i came here because you guys might be able to help me

my problem is that my training science affects ALL units for the USA and i found that the new weapons like the tow missile and rocket pods vanish when the science is used. i tried to fix it my self but have yet to find a solution and a guy at the generalsfiles forum told me come here. after reading what some of you guys can do (thank you mastmind for attempting a new paradrop) and im thinkin if your that good you can take time to help me.
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Old 05-16-2003, 02:16 PM   #2 (permalink)
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Hey ghost i see you found your way to this forum hopefully somone here can help you out i have been looking at it also and some thing i saw was that the tow and rocket pods have a code to appear when then purchase the upgrades look into that see if there is somthing that need to be either uncoded or re coded
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Old 05-16-2003, 03:06 PM   #3 (permalink)
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yep ill check but i only do light editing anything too deep is gonna be hard to do if not down right impossible
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Old 05-16-2003, 08:31 PM   #4 (permalink)
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if anyone out there can help me please do i need help on my science
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Old 05-16-2003, 09:06 PM   #5 (permalink)
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Well I can help, but I don't quite understand this. What you have is an upgrade that changes unit weapons? What exactly does this science do? I am at a loss at the moment for what it does. I'm glad to help when I can, but I don't understand what this needs to do.
:dizzy:
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Old 05-17-2003, 03:53 AM   #6 (permalink)
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This seems to be the same problem regarding ArtilleryTraining and the
black napalm upgrade.
The inferno cannons black napalm dissapears when artillery training is bought.
Either way, i have no clue how to fix it.
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Old 05-18-2003, 12:03 AM   #7 (permalink)
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If you look at the conditionset things

Quote:
Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
ScienceRequired = SCIENCE_ArtilleryTraining
End
The only way i can think of fixing the problem would be to look at the weaponset and do something along these lines:

Here's the code as it is right now:

Quote:
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY InfernoCannonGunUpgraded
End
Change it to something along these lines
Quote:
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY InfernoCannonGunUpgraded
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY InfernoCannonGunUpgraded
ScienceRequired = SCIENCE_ArtilleryTraining
End
I'm not sure this will work. But once westwood fixes the current issue with the inferno cannon, then your sciences will work well too.
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Old 05-18-2003, 12:08 PM   #8 (permalink)
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westwood didn't make, or patches generals, EA did/does
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Old 05-18-2003, 04:41 PM   #9 (permalink)
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hmm you think? its a new weapon but my problem is an additional weapon and switching weapons
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