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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 01-24-2009, 04:59 AM   2 links from elsewhere to this Post. Click to view. #101 (permalink)
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Default Patriot kind's cross-assist

I've just found that AssistedTargetingUpdate can't be used for assisting different object.

For example, even AmericaPatriotBattery and AirF_AmericaPatriotBattery have same weapons and AssistedTargetingUpdate module, they cannot assist each other.
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Old 01-24-2009, 09:06 AM   #102 (permalink)
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Yes, as it says in the comments in weapon.ini for patriot weapons, only the same type of object can assist.

Why don't you post your findings on SCORE, SCORE_CREATE etc here? Nobody else has done that research and it is useful in this thread.
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Old 01-25-2009, 02:42 AM   #103 (permalink)
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Default SCORE KindOfs and game scoring system

Okay, first I will explain what SCORE, SCORE_BUILD, and SCORE_DESTROY KindOf do and how they affect your scoreboard:

>SCORE
Count the unit build and kill into the scoreboard.
When you kill unit with this tag, will increase your 'Unit Destroyed' score in scoreboard.

>SCORE_BUILD
When you build the unit it counts the 'Unit Build' counter.
When killed/destroyed not included in 'Unit Lost'.
Will not increase your 'Unit Destroyed' when you kill unit with this tag.

>SCORE_DESTROY
When you build the unit it not included in the 'Unit Build' counter.
When killed/destroyed included in 'Unit Lost'.
Will increase your 'Unit Destroyed' when you kill unit with this tag.


However, commiting suicide will affect your score. Try suiciding a bomb truck and see what happen. Your 'Unit Lost' will be +1 but nobody will get +1 for 'Unit Destroyed'

-----------------------------------------------------------

Next, the usage.

If you see GLA building codes, they have SCORE_BUILD KindOf not SCORE, and the GLA Holes have SCORE_DESTROY. This because all GLA buildings will converted to holes when destroyed (that you must destroy so they cannot rebuild). So:

1. When the buildings built, "Building Constructed" +1
2. When the building destroyed, the hole spawned, "Building Destroyed/Lost" +0
3. When the hole destroyed, "Building Destroyed/Lost" +1

The final result will be:
Code:
"Building Constructed" +1
"Building Destroyed/Lost" +1

But, EA made a mistake for Sneak Attack. The actual Sneak Attack have SCORE_BUILD KindOf, not SCORE_DESTROY, and the start (deploying) object also have SCORE_BUILD. So:

1. The Sneak Attack deployed via Generals Power. "Building Constructed" +1

2a. After a while the start object replaced with the actual Sneak Attack. "Building Constructed" +1
3a. When the Sneak Attack destroyed after replaced, "Building Destroyed/Lost" +0

2b. Or, the Sneak Attack destroyed when deploying. The zero health transfered to actual object. "Building Constructed" +1
3b. The actual object instantly destroyed beacuse the transfered zero health. "Building Destroyed/Lost" +0

Both conditions lead the same way:
Code:
"Building Constructed" +2
"Building Destroyed/Lost" +0
So, be careful to use these KindOfs.

-----------------------------------------------------------

And the last one.
These days, there are so many ZH mods that including deployable buildings/vehicle/both. For example, an MCV.

To those who make deployable units with suicide method, if you give both deployed/undeployed object SCORE KindOf, the "Building/Unit Constructed" and "Building/Unit Lost" will be increasing when you deploy/unpack the building/vehicle.

For the details:
1. The "MCV" built. "Unit Constructed" +1
2. When deployed, killed, replaced with "ConYard". "Unit Lost" +1, "Building Constructed" +1
3. When ConYard undeployed, killed, replaced with MCV. "Building Lost" +1, "Unit Constructed" +1
4. And so on.

To fix this:
1. When the unit/building built, make it spawn an invisible object once for all, with SCORE_BUILD KindOf.
2. Don't give both MCV and ConYard any score KindOfs
3. Let's say to transform the object into another you use the EXTRA_1 death type. So, for each death types except EXTRA_1, make an invisible object with SCORE_DESTROY KindOf.

This will make the MCV and ConYard counted as one "object". It only raises score at the first time built, and when it killed by non deploy/undeploying causes.

-----------------------------------------------------------

Okay, that's all folks. Hope this can help, and if anything to add just reply. Thanks for reading.

~n5p29

Last edited by n5p29; 01-25-2009 at 02:47 AM..
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Old 01-25-2009, 09:45 PM   #104 (permalink)
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Thanks for that interesting Info about the SCORE Kindof's
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Old 01-26-2009, 12:58 AM   #105 (permalink)
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I forgot to add something:

Quote:
Originally Posted by n5p29 View Post
When the unit/building built, make it spawn an invisible object once for all, with SCORE_BUILD KindOf.
---
So, for each death types except EXTRA_1, make an invisible object with SCORE_DESTROY KindOf.
Note that the invisible object must have very short lifetime. So after it spawned, give the score status, and then instantly die.
If the invisible object didn't die then they will waste your computer memories and causing lag.
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Old 01-23-2010, 12:56 PM   #106 (permalink)
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Default DetonateCallsKill and MissileCallsOnDie

is there a difference and are they connected?
MissileCallsOnDie is a parameter in weapon ini and DetonateCallsKill is a parameter for the MissileAIUpdate module.anyone Know?
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Old 01-23-2010, 01:31 PM   #107 (permalink)
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Default EXPLOSION NORMAL

Anyone have any input as to why so many Weapons including most or all Tanks have:
DamageType = EXPLOSION and DeathType = NORMAL instead of EXPLODED?
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Old 05-20-2010, 09:03 AM   #108 (permalink)
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Quote:
Originally Posted by Inkler View Post
is there a difference and are they connected?
MissileCallsOnDie is a parameter in weapon ini and DetonateCallsKill is a parameter for the MissileAIUpdate module.anyone Know?
They are 2 different ways of doing the same thing, namely, to make the projectile object call the death behaviours when it hits the ground.

If you do not have this, then when it hits the ground (thus dying with DETONATED death type), it will not call the death behaviors (slowdeath, instantdeath, etc).

If you want the projec5tile to do something like do a slowdeathbahavior or instantdeathbehavior and fire weapons and OCLs and FX via that behavior, when it hits the ground, you must have DetonateCallsKill in the Misisle AI or dumb proj module (in ZH only, in generals it will crash the game).

Quote:
Originally Posted by Inkler View Post
Anyone have any input as to why so many Weapons including most or all Tanks have:
DamageType = EXPLOSION and DeathType = NORMAL instead of EXPLODED?
Maybe so that the tank shells do not make terrorists explode near the tank when they are shot.
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Old 07-06-2010, 08:21 AM   #109 (permalink)
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Quote:
Originally Posted by Inkler View Post
is there a difference and are they connected?
MissileCallsOnDie is a parameter in weapon ini and DetonateCallsKill is a parameter for the MissileAIUpdate module.anyone Know?
In ZH there is no difference. Both will make the projectile object do the death behaviors when it explodes (otheriwise it ignores them and just deletes itself).

In Generals you can only put DetonateCallsKill in DumbProjectileBehavior and not in MissileAIupdate, so in Generals to make missileAI projectiles call the death behaviours when they explode, you need MissileCallsOnDie.
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LinkBack to this Thread: http://www.deezire.net/forums/generals-zero-hour-editing/262-ini-file-research-thread.html
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CnCMaps.com Map Editing Forums This thread Refback 03-07-2009 04:55 AM
KindOf SCORE SCORE_CREATE SCORE_DESTROY - CnCMaps Map Editing Forums This thread Refback 02-28-2009 10:35 PM

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