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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 10-09-2003, 12:56 AM   #1 (permalink)
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Default infantry bones

sorry for all the questions....but it is a learning experience....

does anyone know if there is some bone somewhere sorta on the back of infantry to which i could attach a jetengine fx and thereby create a jetpack trooper without the need to create/alter a model?

thanks
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Old 10-09-2003, 07:58 AM   #2 (permalink)
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if your going to add a bone you're going to have to change the model since there ins't really a jept pack troop in Generals, you have to add your own bone and then list it in the INI
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Old 10-09-2003, 10:56 AM   #3 (permalink)
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what bones do infantry currently have? is it just the one for the gun?
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Old 10-09-2003, 12:36 PM   #4 (permalink)
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use the para_man bone, its where the chute comes from, so should do the trick. Infantry have bones all over the place, one for the spine, one for the arms, one for the hands, one for the upper leg, one for the lower leg, one for the gun, one for the muzzle flash, and then one for each accesory it has. What I cant figure out is tehs tupid dependancy loops, they are ******* me off, as it means i cant get my SAS and LAW troops done.
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Old 10-09-2003, 02:51 PM   #5 (permalink)
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thanks for the help.

what are these new units supposed to do?
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Old 10-09-2003, 03:10 PM   #6 (permalink)
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they are for second wave, the marine has been completed, so its just the SAS and LAW soldier that need doing
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