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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 06-03-2003, 08:42 AM   #1 (permalink)
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Default Chronosphere Superweapon

I am well on my way to getting a Chronosphere style superweapon working in Generals, read about it at: http://www.sleipnirstuff.com/forum/v...?p=80894#80894 (this saves me having to update multiple threads)
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Old 06-03-2003, 09:04 AM   #2 (permalink)
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It's a good idea butit would make the team with that ability way more powerful than the other teams, if you had some other weapons to balance it, then it may be fair but unitl then it would tip the scales way to far.
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Old 06-03-2003, 09:35 AM   #3 (permalink)
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Since I don't have a login there:

no, spawned objects don't count on the buildlimit, and I'd go for a lifetime update together with some upgrade stuff.
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Old 06-03-2003, 09:35 PM   #4 (permalink)
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Its not the fact that it'd be overpowered thats the issue here, its the fact that it can be done..... (along with a lot of other nifty stuff that scb editing in conjunction with ini editing allows you to do, like Deezire's Radar Jam superweapon)

For it to work how i invisioned it, the portals must all close at the same time when the "Time remaining" counter reaches 0.... i cant get this to work through the Scb's, i'm thinking that i might have to make it spawn an invisible damage field that covers the whole map and kills the portals, but affects nothing else (this is a very messy way to do it though, but i don't know if i can do it any other way)
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Old 06-06-2003, 07:34 AM   #5 (permalink)
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How do you scb edit? :scared:
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Old 06-06-2003, 07:40 AM   #6 (permalink)
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import it to worldbuilder
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