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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 06-10-2003, 01:21 PM   #1 (permalink)
ice
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Default Adding new Armor type and damage FX?

Is this possible at all? Or is there one that isn't used that you can use for somehthing? I saw this list in damagefx.ini file:

;Just so you know the choices available, here is part of Damage.h
;{
; "EXPLOSION",
; "CRUSH",
; "ARMOR_PIERCING",
; "SMALL_ARMS",
; "GATTLING",
; "RADIATION",
; "FLAME",
; "LASER",
; "SNIPER",
; "POISON",
; "HEALING",
; "UNRESISTABLE",
; "WATER",
; "DEPLOY",
; "SURRENDER",
; "HACK",
; "KILL_PILOT",
; "PENALTY",
; "FALLING",
; "MELEE",
; "DISARM",
; "HAZARD_CLEANUP",
; "INFANTRY_MISSILE", ;Used by Rocket troopers.
; "AURORA_BOMB", ;Used by the Aurora
; "LAND_MINE", ;used by land mines
; "JET_MISSILES", ;used by jets
; "STEALTHJET_MISSILES", ;used by the StealthJet
; "MOLOTOV_COCKTAIL", ;used by angry mob molotov cocktails
; "COMANCHE_VULCAN", ;used by Comanche 20mm
; "FLESHY_SNIPER",
;};

And from what I can see the Hack isn't used, is that correct? Are there any other that isn't used? And where can I see the rest what is damage.h ? Hardcoded?

thanks!
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Old 06-10-2003, 02:28 PM   #2 (permalink)
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damage.h is a C++ header file, and is therefore hardcoded. Unless you can hack into the executable to read it, you are stuck using that list.
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Old 06-11-2003, 12:36 PM   #3 (permalink)
ice
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Default unused armor types? :/

oh, yeah I should've known that

But are does anyone know if there are any unused armor types?
THanks in advance..
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Old 06-11-2003, 02:47 PM   #4 (permalink)
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What do you mean armor types? As far as I know you could create a seperate armor for each unit if you wanted to. I have created different armors for many of the tanks just to make them more unique for each side. All your doing when making the armor is adjusting how much of each damage type a unit will take. This means that the armor isn't hardcoded, just the damagetypes, right?
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Old 06-11-2003, 03:04 PM   #5 (permalink)
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I't kinda stupid when you think about it. In TS and RA2 you could add warheads (= damage types) but no armour types. Now in Generals you can add all the armour types you want but you're stuck with the damage types... silly really. :drunk:
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Old 06-11-2003, 06:31 PM   #6 (permalink)
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Quote:
Originally Posted by Etherealsilk
What do you mean armor types? As far as I know you could create a seperate armor for each unit if you wanted to. I have created different armors for many of the tanks just to make them more unique for each side. All your doing when making the armor is adjusting how much of each damage type a unit will take. This means that the armor isn't hardcoded, just the damagetypes, right?
What am I talking about, armor types.. :S I meant damage types And I'm still wondering if anyone know if there are any unused damage types cause I need one :dead:
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Old 06-12-2003, 02:03 PM   #7 (permalink)
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I think HACK and PENALTY are still free, though you will need to add the appropriate effects for them in DamageFX.ini.
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Old 06-13-2003, 07:57 AM   #8 (permalink)
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Hack is used by the hackers I think, but penalty seems to be unused..It better be unused, so I can use it as something else
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Old 06-13-2003, 01:38 PM   #9 (permalink)
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No, HACK is also available. There are weapons in weapon.ini that use HACK, but they're not the REAL weapons for the Hacker or Black Lotus. Take a look at those two units' entries in FactionUnit.ini and you'll see that those weapons aren't referred to anywhere. The hacking and capture building stuff etc. is called by module tags, not weapons. So you can safely use HACK (I know I did, and there were no problems).
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