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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-24-2003, 10:56 AM
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#1 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 224
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more ini questions
Ok, first of all:
[Code from Object MissileDefenderMissile]
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = No
FuelLifetime = 3000
InitialVelocity = 150 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 3
IgnitionFX = FX_BuggyMissileIgnition
I tried chanigng trytofollowtarget from yes to no, but the missle still homes in.
Secondly, I added another slot in the ambulance, so of course I wanted to change the amount of Command_TransportExit's it has in commandset.ini. Only 3 show up though, still.
[Code from AmericaVehicleAmbulanceCommandSet]
1 = Command_AmbulanceCleanupArea
3 = Command_TransportExit
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
9 = Command_Evacuate
10 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End
It's the 6th one that's missing. But it's not... All the other changes I've made to this file have worked out fine, like taking off one of the Command_TransportExit's on the humvee. Now that I think about it, all the other ones I've done have been subtractions, not additions....
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06-24-2003, 01:19 PM
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#2 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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I don't know exactly about the homing in thing but you might want to take a look at the TOW missile (anti-ground). That one doesn't home in either. Another thing you could try is reducing the turn speed on the missile's locomotor to 0.
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06-24-2003, 01:22 PM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 224
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Yeah I will try that when I get home. The TOW missle is trytofollowtarget=no, but maybe that's not all of it. Any ideas about the commandbutton though?
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06-24-2003, 02:59 PM
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#4 (permalink)
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Member
Join Date: Feb 2003
Location: not really shure
Posts: 74
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For the Ambulance...
In the "Object AmericaVehicleMedic" entry in FactionUnit.ini, look for "Behavior = TransportContain". Change "Slots = 3" to "Slots = 4". That will solve your problem. Make sure you still still have 4 "Command_TransportExit" buttons in the commandset.
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06-24-2003, 04:50 PM
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#5 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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He says in his post that he already added the slot, but the new command set wont work. Both problems sound to me like your changes aren't working. Try making the crusader damage 999 and see if that works as a basic test.
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06-24-2003, 08:05 PM
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#6 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 224
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Remember though, all my other changes have worked. (And yes, I already changed the slots to 4.)
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06-25-2003, 02:46 AM
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#7 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 224
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Ok, for the missile, I have tried everything from the trytofollowtarget= no to changing the missile turn speed down to 0 and even making the minimumdistancebeforeturning the same as its maximum range. Nothing has worked. As for the ambulance, I tried adding 2 = Command_TransportExit as well. I was surprised to find that instead of just not giving me 2, it had taken away 5 and left me with 2, 3, and 4, as if chaning the amount of units allowed inside somehow angered the ancient gods of generals.
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06-25-2003, 09:14 AM
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#8 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 1,097
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I am pretty much finished my tutorial will include basics for now
oldfaq
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06-25-2003, 11:59 AM
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#9 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 224
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I don't suppose it'll include the solutions to my problems? 
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