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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 10-08-2003, 05:30 PM   #1 (permalink)
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Default creating a more accurate neutron bomb

actual neutron bombs (they call the nuke a neutron bomb in the ini's for some reason) emit high a amounts of radiation with very little in the way of heat or physical damage. The result, and what i'm aiming for, is a weapon that pretty much destroys only living things.

In the game, this equates to a nuke like weapon that:
1. Kills infantry
2. Clears out garisoned buildings
3. Kills the pilots of vehicles
4. Planes crash (well, with no pilots...)
5. Turns faction buildings neutral


I believe 1-4 can be accomplished using blasts of type surrender and killpilot (and maybe one more for the planes?) but i was looking thru the nuke code...it doesnt seem to have a way of specifying the damage type for each blast....does anyone have a suggestion of a way to do this? I imagine something to do with OCLs....i'm just not quite sure how to put it together...

Lastly for turning faction buildings (eg your enemy's airfield and warfactory) neutral...i'm not quite sure where to go with that....especially considering the fact that it would be capable of hitting multiple buildings in its blast radius at once....

If its doable i think it would make for some interesting gaming...if your enemy can react fast enough they can recover with hardly any loss at all, however if you happen to be attacking just then, you might be able to comendeer half their defensive units before they knew what hit them. Of course cost, power consumption, and charge time can always be tweeked...


thanks for taking the time to read this, any suggestions would be appriciated

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Old 10-08-2003, 05:39 PM   #2 (permalink)
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They have neutron mines in generals. It does the Jarmen Kell effect where kills the pilot of the vehicle that goes over it.
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Old 10-08-2003, 05:40 PM   #3 (permalink)
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upon closer inspection, something along the lines of

Quote:
Behavior = NeutronBlastBehavior ModuleTag_06
BlastRadius = 200
AffectAirborne = Yes

End
added to (i think) the missle object should do the trick for items 1-4. Not possitive it would work on garrisoned buildings.....but i dont see why not.....i think i'll go try that out with the nukecannon now....

[EDIT] Yep, sweet, works on garrisoned building and even chinese bunkers (if i remember correctly surrender type weapons -eg flashbangs- do not work on bunkers)[/EDIT]

but that still wont do much for #5.....

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Old 10-08-2003, 06:00 PM   #4 (permalink)
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Can factionunit buildings actually be made neutral?
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Old 10-08-2003, 06:01 PM   #5 (permalink)
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Can factionunit buildings actually be made neutral? The best I can think of is a special death sequence that replaces it with a civilian building of the exact same type.
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Old 10-08-2003, 06:03 PM   #6 (permalink)
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you can't make faction buildings neutral. You can disable them, look at the saboteur code in ZH.
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Old 10-08-2003, 06:06 PM   #7 (permalink)
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i suppose it might be possible to destroy the building and drop down a neutral tech building that mimics it....but that would be a very ugly way of doing it.....considering each general has unique buildings and you'd have to make a duplicate of each one....


i havent played around with sabatours....do they just power the building down for a little while? if so thats really no different than just releasing an emp blast along with the neutron blast.....
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Old 10-08-2003, 06:18 PM   #8 (permalink)
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yeah, but i doubt there is anything else you can do.

You can always just assume that all the buildings are fully robotic and therefore are un-affected by the neutron bomb.
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Old 10-08-2003, 06:25 PM   #9 (permalink)
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maybe i could make them more ceceptable to being captured?
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