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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 07-12-2003, 01:57 AM   #1 (permalink)
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Default some finding(and questions...)

1.i find these codes in GAME.DAT,but can't find them in INI.BIG:

StatusBitsUpgrade
DelayedUpgrade
OpenContain
CaveContain

so what they can do?how to use them?

2.if you give
DamageType = HEALING
to a weapon,then this weapon can "repair" its target.i want know how to make this weapon can auto fire on friendly units,so i can make a repair vehicle like the repair vehicle in C&C2.

please help,thanks.
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Old 07-13-2003, 05:40 PM   #2 (permalink)
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The StatusBitsUpgrade is one of the most useful yet underused types of upgrades available - its unique, because it allows yu to directly trigger a specific change in the objects condition state, and change it back again without the hassle that normal upgrades have

In this example, you can set a status bit on an object through an upgrade;-

Code:
Behavior = StatusBitsUpgrade ModuleTag_NN
  TriggeredBy = MyUpgrade#1
  StatusToSet = [status name here]
End
In the next example, you can remove a status bit from an object;-

Code:
Behavior = StatusBitsUpgrade ModuleTag_NN
  TriggeredBy = MyUpgrade#2
  StatusToClear = [status name here]
End
StatusBits can be DESTROYED, CAN_ATTACK, UNDER_CONSTRUCTION, UNSELECTABLE, NO_COLLISIONS, NO_ATTACK, AIRBORNE_TARGET, PARACHUTING, REPULSOR, HIJACKED, AFLAME, BURNED, WET, IS_FIRING_WEAPON, IS_BRAKING, STEALTHED, DETECTED, CAN_STEALTH, SOLD, UNDERGOING_REPAIR, RECONSTRUCTING, MASKED, IS_ATTACKING, USING_ABILITY, IS_AIMING_WEAPON, NO_ATTACK_FROM_AI, IGNORING_STEALTH, IS_CARBOMB
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Old 07-13-2003, 05:54 PM   #3 (permalink)
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coolness
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Old 07-14-2003, 03:04 AM   #4 (permalink)
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thanks deezire!
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Old 07-14-2003, 04:19 AM   #5 (permalink)
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Interesting approach, to dig out the tags from the DAT !!
Might find some new, unused tags in there...
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Old 07-14-2003, 07:53 AM   #6 (permalink)
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er...how about question 2?

i gave NEED_TARGET_POS to a FIRE_WEAPON button in the CommandButton.ini.it can fire on friendly units, but not automatically... :/
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Old 07-14-2003, 08:21 AM   #7 (permalink)
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I don't have any ready made answers for you, but here are some random ideas :

in weapons ini you find
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS

some of the behavior AIUpdate 's include a tag :
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250

it looks like you can specify what type it shouls aqcuire ?
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Old 07-14-2003, 08:56 AM   #8 (permalink)
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yea do that it should work.
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Old 07-14-2003, 10:02 AM   #9 (permalink)
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Quote:
Originally Posted by ravage
er...how about question 2?

i gave NEED_TARGET_POS to a FIRE_WEAPON button in the CommandButton.ini.it can fire on friendly units, but not automatically... :/
If its a healing type weapon, wouldnt it be better with NEED_TARGET_ALLY_OBJECT ?
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Old 07-14-2003, 10:16 AM   #10 (permalink)
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Quote:
Originally Posted by DeeZire
Quote:
Originally Posted by ravage
er...how about question 2?

i gave NEED_TARGET_POS to a FIRE_WEAPON button in the CommandButton.ini.it can fire on friendly units, but not automatically... :/
If its a healing type weapon, wouldnt it be better with NEED_TARGET_ALLY_OBJECT ?
tried that,don't work.you can't forcefire on friendly units through FIRE_WEAPON button
and,the point is,i want the vehicle can auto fire on friendly units.FIRE_WEAPON button need too much manipulate.
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