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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 06-13-2003, 04:04 PM   #1 (permalink)
ice
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Default Arrghh! Help needed I see double! :)

I've been changing things for my mod and now I experienced the weirdest thing ever, why are my infantry DOUBLE? Look at the screen to see what I mean.. They are not one model as they should, but two!

What could be wrong? :/
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Old 06-13-2003, 04:25 PM   #2 (permalink)
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bwah what?

what did you change?
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Old 06-13-2003, 04:29 PM   #3 (permalink)
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muhahahaha Ice has mutants too!!!!

Im not the only one now!!
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Old 06-13-2003, 04:32 PM   #4 (permalink)
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mutants oh run
but they got 4 legs
run faster
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Old 06-13-2003, 05:01 PM   #5 (permalink)
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Quote:
Originally Posted by MetalSyren
muhahahaha Ice has mutants too!!!!

Im not the only one now!!
You got them too? What have you changed?
I've been trying to add an upgrade to the Terrorist, and now my Viral Outbreak superweapon doesn't work, but sometimes when one of my Terrorists explodes where I placed my Viral Outbreak the superweapon is activated... ??? Strange strange..
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Old 06-14-2003, 02:41 AM   #6 (permalink)
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Default

well I was adding a new unit and basing it of one (ie the ranger) and for some reason it made the mutant effect like that.

And when not moving you would see like 2 heads, or 4 arms.. it was trippy.

Thought of making it a GLA infantry unit called the toxic-avenger unit. LOL
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Old 06-14-2003, 11:08 AM   #7 (permalink)
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its a very easy problem to fix just delete the second factionunit.ini you have in your big file. or whereever... because it is reading it just with the name factionunit.ini hope this helps
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Old 06-14-2003, 11:25 AM   #8 (permalink)
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Ah, I made a copy of factionunit and I think it ended up in the big file.. That could've been the problem, cause now it seems that it works when I removed that file..

thanks!
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Old 06-14-2003, 11:27 AM   #9 (permalink)
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hey,
np
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