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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 10-03-2003, 12:09 PM   #1 (permalink)
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Default Behavior help Needed

What is all the behaviors for Generals and Zero Hour and what is each one for. I wanna see what all i have to work with in creating weapons and other stuff.



Not Related to topic: Is there a way to make the laser die at impact instead of where it launched from since if I use a on death weapon behavior it fires the weapon on my own tank and I dont want that.
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Old 10-04-2003, 05:35 AM   #2 (permalink)
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Default

Well, I don't have descriptions (as that would take some time) but here's a list for you:

AIUpdateInterface
ArmorUpgrade
AssaultTransportAIUpdate
AssistedTargetingUpdate
AutoDepositUpdate
AutoFindHealingUpdate
AutoHealBehavior
BaikonurLaunchPower
BaseRegenerateUpdate
BattlePlanUpdate
BoneFXDamage
BoneFXUpdate
BridgeBehavior
BridgeScaffoldBehavior
BridgeTowerBehavior
CashBountyPower
CashHackSpecialPower
CheckpointUpdate
ChinookAIUpdate
CleanupAreaPower
CleanupHazardUpdate
CommandButtonHuntUpdate
CommandSetUpgrade
ConvertToCarBombCrateCollide
ConvertToHijackedVehicleCrateCollide
CostModifierUpgrade
CreateCrateDie
CreateObjectDie
CrushDie
DamDie
DefaultProductionExitUpdate
DefectorSpecialPower
DeletionUpdate
DeliverPayloadAIUpdate
DemoTrapUpdate
DeployStyleAIUpdate
DestroyDie
DozerAIUpdate
DumbProjectileBehavior
DynamicShroudClearingRangeUpdate
EjectPilotDie
EMPUpdate
EnemyNearUpdate
ExperienceScalarUpgrade
FireOCLAfterWeaponCooldownUpdate
FirestormDynamicGeometryInfoUpdate
FireWeaponUpdate
FireWeaponWhenDamagedBehavior
FireWeaponWhenDeadBehavior
FlammableUpdate
FloatUpdate
FXListDie
GarrisonContain
GenerateMinefieldBehavior
GrantUpgradeCreate
HackInternetAIUpdate
HealContain
HealCrateCollide
HeightDieUpdate
HelicopterSlowDeathBehavior
HijackerUpdate
HordeUpdate
InstantDeathBehavior
JetAIUpdate
JetSlowDeathBehavior
KeepObjectDie
LifetimeUpdate
LocomotorSetUpgrade
MaxHealthUpgrade
MinefieldBehavior
MissileAIUpdate
MissileLauncherBuildingUpdate
MobMemberSlavedUpdate
MoneyCrateCollide
NeutronMissileSlowDeathBehavior
NeutronMissileUpdate
ObjectCreationUpgrade
OCLSpecialPower
OCLUpdate
OverchargeBehavior
OverlordContain
ParachuteContain
ParkingPlaceBehavior
ParticleUplinkCannonUpdate
PhysicsBehavior
PilotFindVehicleUpdate
PointDefenseLaserUpdate
PoisonedBehavior
PowerPlantUpdate
PowerPlantUpgrade
POWTruckAIUpdate
POWTruckBehavior
PreorderCreate
ProductionUpdate
ProjectileStreamUpdate
ProneUpdate
PropagandaTowerBehavior
QueueProductionExitUpdate
RadarUpdate
RadarUpgrade
RadiusDecalUpdate
RailedTransportAIUpdate
RailedTransportContain
RailedTransportDockUpdate
RailroadBehavior
RebuildHoleBehavior
RebuildHoleExposeDie
RepairDockUpdate
SalvageCrateCollide
SlavedUpdate
SlowDeathBehavior
SpawnBehavior
SpawnPointProductionExitUpdate
SpecialAbility
SpecialAbilityUpdate
SpecialPowerCreate
SpecialPowerCompletionDie
SpyVisionSpecialPower
SpyVisionUpdate
SquishCollide
StealthDetectorUpdate
StealthUpdate
StealthUpgrade
StickyBombUpdate
StructureCollapseUpdate
StructureToppleUpdate
SubObjectsUpgrade
SupplyCenterCreate
SupplyCenterDockUpdate
SupplyCenterProductionExitUpdate
SupplyTruckAIUpdate
SupplyWarehouseCreate
SupplyWarehouseCripplingBehavior
SupplyWarehouseDockUpdate
TechBuildingBehavior
TensileFormationUpdate
ToppleUpdate
TransitionDamageFX
TransportAIUpdate
TransportContain
TunnelContain
UnitCrateCollide
UnpauseSpecialPowerUpgrade
UpgradeDie
VeterancyCrateCollide
VeterancyGainCreate
WanderAIUpdate
WaveGuideUpdate
WeaponBonusUpgrade
WeaponSetUpgrade
WorkerAIUpdate

And I see you're still working with the laser thing. Good idea I must admit, but I can't solve this one either.
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Old 10-04-2003, 08:05 AM   #3 (permalink)
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Default

Thank you now all i need is descriptions but that would take some time though but some are self explainatory. Also there is a LaserUpdate behavior. I wanna know what all I can use with that.

Here is an example code using LaserUpdate

Code:
  ClientUpdate = LaserUpdate ModuleTag_07
    MuzzleParticleSystem = PaladinPointDefenseLaserFlare
    TargetParticleSystem = GenericRedLaserFlare
    PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through
  End
Also there is this in the laser code ";@todo -- add shot ability functionality (instead of instant point A to B)". Does that mean it is using a point A to B laser and if it is then their might be able to make it do something when it reaches point B.
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