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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-02-2003, 10:37 PM
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#11 (permalink)
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Junior Member
Join Date: Apr 2003
Location: USA
Posts: 6
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I dont think artillery shells will fall, well maybe but you would have to figure out how to script that because when placed on the cround they dont fall, i think they just spin, or is that the scud?
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06-03-2003, 12:02 PM
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#12 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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:/ :/ :/
well, i hope the guy who got it to work b4 replies again soon to tell me how. my map is starting to look pretty good, and i am trying to rough it up a bit so it truely looks like an amphibious battle scene. i am gonna put in lots of burn marks and maybe some partially destroyed buildings. oh boy, it is gonna be so cool, especially if i can get the artillery to fall from the sky.
if i can at least get artillery shells to spawn way up high and fall, i could time explosions with it so it seems as tho they are exploding. also, if all else fails i can just create a new super weapon by spawning the existing artillery one and have it fire randomly within the river area. that shouldnt be too hard (except the super weapon creation, i have no idea how to do that). ah well, i just need to fiddle with it and see what i can do.
just try and picture guys running through water and getting shot to pieces, then artillery shells falling down and throwing them up into the air. as it will be all infantry, you would have 100s of guys doing this at once, sure it would lag alot, but it would make some great screenshots (i know i am repeating myself). if and when i get it working i will take some screens and put them here.
ps: how exactly do you put scripts in a map? i think i stumbled across it one time, but now that i am looking for it i cant seem to find it again. please help, because after i can start experimenting with the scripts i may actually get them to work without much help.
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06-04-2003, 09:04 AM
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#13 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Thailand
Posts: 154
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 I think something about an city where a volcano is on the center of the city. it will generate ramdom explosion on the map.
that could be fun when you don't know when it gonna hit you and your base 
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06-04-2003, 01:16 PM
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#14 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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random explosion are always fun, but can be a bit unfair. if any1 wanted to do an "apocalypse" map where everything is dead or dying they could just make random meteors fall by doing what i am try to do only using a meteor skin over the artillery shell. now that i think about it that would be cool. until of course a meteor lands right on your supply area and kills all ur workers. i guess u'd have to restrict them to fall only in the middle of the map or just outside of the main base areas.
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06-04-2003, 07:38 PM
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#15 (permalink)
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Member
Join Date: May 2003
Posts: 33
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You could always remodel the Artilery tank to make it look like one of the bunkers on the hill and make it's range longer and make an invisible unit that sits in the water that they shoot at....easier in some ways, but harder in others, i donno...
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06-05-2003, 03:36 PM
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#16 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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yes, there are dummy units they use as targets in the cinematics. i could just put an artillery weapon of some sort off the screen a lil ways and have it shoot inland, but it wouldnt be quite as cool as seeing the artillery falling.
however, i have fiddled around with the scripts and have found no way to make artillery fire in the water. i will try this whole dummy object and off screen firing, but i dont know that i will get it to work either.
there has been some progress, though. i have gotten the infantry to walk thru the water (but i kept it so vehicles cant, maybe that's not the best idea, but oh well) and the map.ini i already made that turns off tanks is in and ready. the map is good so far, but it is kinda cramped, and when i try to resize it gives one side alot more room but takes room away from another side. this makes it so one person's start position is shoved off of the map, but i rearranged some of the base area so the small space isnt that much of a problem.
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06-06-2003, 08:18 PM
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#17 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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grrrrr, cant get em to fire at waypoints. trying to find the invisible targets to make artillery target it. may take a while, but i might get it. if any1 knows how to do it exactly telling me would be nice...
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