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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 04-28-2003, 10:39 PM   #31 (permalink)
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you can also use bigpop, xcc mixer, and there are lots of others.
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Old 05-08-2003, 01:41 AM   #32 (permalink)
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How would you get a unit to reload another unit.. instead of a building reloading a unit?
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Old 05-28-2003, 01:11 PM   #33 (permalink)
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great info on the factionunit file there! would have taken ages to figure that out
just one question though, what exactly do transition keys/states do?
it isnt very clear in the description, and ill be damned if i can figure it out
:scared:
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Old 09-11-2003, 02:35 PM   #34 (permalink)
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Those messages is scary how do you get all thet information? ( :S I'm a newbie :S )
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Old 09-12-2003, 02:42 AM   #35 (permalink)
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The transition keys are name you give to a state (not a transition one, a plain state like moving, stop, etc...). So, you can declare transition states which happens between 2 normal states, just by giving the source state and the destination state.

so, if you do :

DefaultConditionState
...
TransitionKey = TRANS_Normal
End

and

ConditionState = REALLYDAMAGED
...
TransitionKey = TRANS_Damaged
End

then, you can execute a transition state between the two by adding

TransitionState = TRANS_Normal TRANS_Damaged
Animation = ...
AnimationMode = ...
End

It will then do something when the unit gets hurt and become damaged, just between the "normal looking" state and the "damaged looking state".

by reversing the two keys behind TransitionState , it will then do something when the unit repairs and go back to DefaultConditionState.

Hope this helps
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Old 09-12-2003, 07:59 AM   #36 (permalink)
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Could anyone explain how the AutoChooseSources and PreferredAgainst stuff EXACTLY works? Cause I've tried using it but the results aren't exactly satisfactory. Look here to see what I mean.
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