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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 06-15-2003, 01:15 PM   #1 (permalink)
ice
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Default Making another KILL_PILOT damage type?

I was just wondering if any of the damage types, PENALTY or HACK, could be used as what KILL_PILOT does? Since I'm making a bio-weapon that kills drivers and infantry, but when using KILL_PILOT I get thoose unwanted FX and richochet(sp?) sounds from the tanks that gets in the way of the bio-weapon...

I don't want to remove thoose FX and sounds, since they are used when Jarmen Kell kills the drivers, so I'm wondering if its possible to make another damage type to work as the KILL_PILOT does, but I guess that its hardcoded? Am I right?

thanks!
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Old 06-15-2003, 01:19 PM   #2 (permalink)
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the damage types have no effect on what happens the KILL_PILOT damage type is just a damage type like LASER or EXPLOSION the kill pilot effect is done in the weapon it self so you can use what ever damage type you want.
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Old 06-15-2003, 01:32 PM   #3 (permalink)
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Quote:
Originally Posted by LtZack
the damage types have no effect on what happens the KILL_PILOT damage type is just a damage type like LASER or EXPLOSION the kill pilot effect is done in the weapon it self so you can use what ever damage type you want.
But the KILL_PILOT kills the drivers? It leaves a tank with noone inside?? Is it possible to make another damage type do the same? Cause I think its hardcoded, I've looked around and haven't found a way to do this..
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Old 06-15-2003, 01:53 PM   #4 (permalink)
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sorry yes it is a hardcoded damage type that does that no why would you want other damage types to do that anyway ?
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Old 06-15-2003, 05:19 PM   #5 (permalink)
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Well, I want to use it with a weapon that lays down a poisonfield that kills drivers, but it KILL_PILOT have theese annoying DamageFX attached to it that I don't want to remove due to they are used when Jarmen Kell snipes the drivers
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Old 06-15-2003, 05:22 PM   #6 (permalink)
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Add the annoying ricochet sound effects to the end of Kell's attack sound. It may take a little experimenting until you get the time interval right.
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