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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Deezire or other scripter deadhull helpme pl!

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-05-2003, 01:56 PM   #1 (permalink)
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Default Deezire or other scripter deadhull helpme pl!

Hi scripter and deezire i whas looking where i must add new deadhulls to generals. i whas looking in objectcreationlist but i can't find them there.

so can anyone help me what script i must search.??

Thanks
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Old 08-05-2003, 02:05 PM   #2 (permalink)
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factionunit.ini under the rubble condition state I think
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Old 08-05-2003, 02:38 PM   #3 (permalink)
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Yes, the deadhull are in the factionunit.INI, the ones in OCL are the debris and explosion effects
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Old 08-05-2003, 04:05 PM   #4 (permalink)
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Default Okey here is the result

OKey thanks but if i make the deadhull and give the right model name.
he is not working if the tank is destroyed he get the dead hull for 4 seconds. when that deadhull explosed, than i get a crusader chassis. that is not good. i must get the leclerc chassis not the crusader chassis :cry:


Here u see the screen.
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Old 08-05-2003, 04:34 PM   #5 (permalink)
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The think there is a slowdeath behavior tag that creates an ocl for the explosion. You might want to look at that and then look at the corresponding entry in ObjectCreationsList.INI. BTW ChrisV80 could you release all the cool edited models you made that you aren't using in a mod (even the ones you think suck) like the mat tracks humvee. I won't use it in a mod I release. Just for my personal use to play around with.
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Old 08-05-2003, 05:17 PM   #6 (permalink)
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Default end hull

hmmz deezire have the end deadhulls working for that sink stuff.

but i have released a lot of models :tard: u can find them on my site
on some models i use into my mod. i will release soon the cobra. heli
not skinned. but nvm. i don't have release all my models for ppl.
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Old 08-05-2003, 10:12 PM   #7 (permalink)
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Chris at your code for Leclerc, look for the code OCL object which will show when your tank is totally destroyed. BTW you must add a DeadHull code for your unit and add in ObjectCreationLIst as well to work well.
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Old 08-06-2003, 04:18 PM   #8 (permalink)
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Default OCL Script

u mean this stuff?




; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_10
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_CrusaderTurret
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End
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Old 08-06-2003, 11:40 PM   #9 (permalink)
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From the pic, the deadhull and sinking version you made seem have some mistake
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Old 08-07-2003, 10:26 PM   #10 (permalink)
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No! not that one, the other code try look for it underneath that code or maybe above that code..
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