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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 09-04-2003, 07:25 PM   #1 (permalink)
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Default GLA Rebel Added Ability

Does anyone know how I can give the GLA Rebel a plant mine attack.
I want him to be able to plant claymore mines.

He needs to have a special attack which eneables the player to select a small target area for the rebel to make into a mine field. When the mine explodes I want the FX to look like a claymore explosion. The FX from the Strategy Centre's Bombard Cannon's impact will do.

Any thoughts?
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Old 09-04-2003, 09:51 PM   #2 (permalink)
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unless you've edited generals before this would be a fairly heavy undertaking

the only way i've done a minelayer was with an invisible drone that would ocl a minefield on death, but you need an upgrade to trigger that, which makes an annoying upgrade sound and message.
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Old 09-04-2003, 10:41 PM   #3 (permalink)
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you can do anything as long as you know how to do it, Me I added a trowing "Molotov Cocktail" to the GLA Rebel it roXX
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Old 10-17-2003, 10:50 PM   #4 (permalink)
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I gave the prg trooper a molotov cocktail, but the animation is all screwed up.

Can i copy some others units INI animation and put it into the rpg dudes one.

Or do I have to do a new animation in gmax?
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