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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-26-2003, 02:00 PM
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#11 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Quote:
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Originally Posted by smurfbizkit
errr, we arn't using radar like that....it doesn't come from cyards
The weapon set one seems to be the best option, but I want it to put up either the us flag or the uk flag. I think I might have to just make the us flag standard, and then if you pick the uk...you get that flag instead.
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If you do it that way, make sure to specify 'NONE' in the AutoChooseSources line for the weapon, otherwise players will be able to select the structure and 'fire' with it like you can with base defenses.
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10-26-2003, 03:07 PM
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#12 (permalink)
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Senior Member
Join Date: Mar 2003
Location: CANADA
Posts: 275
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Did you try the strat center way? or is that a no-no? :S
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10-26-2003, 07:03 PM
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#13 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Problem is, the upgrade is a science.
The Strategy Center might work, but I never thought about it before, so I'm in a complete blank for it...
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10-26-2003, 09:03 PM
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#14 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Quote:
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Originally Posted by DeeZire
Yup, make it so that your Radar Upgrade requires the science of the sub-side, then trigger your flag to appear with the radar upgrade.
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Either you can't have a science as a trigger, or for some other reason it doesn't EVER work for me.
Quote:
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Originally Posted by Kuja
Did you try the strat center way? or is that a no-no? :S
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Quote:
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Originally Posted by Phoib
Problem is, the upgrade is a science.
The Strategy Center might work, but I never thought about it before, so I'm in a complete blank for it...
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From what I've seen of that, its almost all hard coded..plus, you'd have to click a button to do it. I want it to be nearly automatic.
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I have a version of it working now. I made the USA flag the standard flag on the model, then I made it so that the trigger is a dummy upgrade. The dummy upgrade is triggered by a unit that requires the uk side.
For the unit that triggers it, I just made 2 versions of the combat engineer(like the gla worker...builds stuff, built at the cyard). This makes the person have to select their subside first...and then they can build their engineer(and if they pick the uk, they get their flag then). The thing is, the units are greyed out...and I can't build them normally. That is unless, for some reason I select both subsides (possible right now, since for testing i start out with 100 gen exp points)...then the uk unit is buildable (but the usa one isn't still.
The code for those 2 units is completely identical except for a few things. Their names (of course) and their commandset's(tried it with the same commandset, and it didn't affect it at all)...and different command button entries.
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10-26-2003, 09:40 PM
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#15 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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I've had some odd problems like that as well. Could you use the Skirmish Scripts or something to grant an upgrade if the player chooses the right science? That might be a way to do it. It's too bad you aren't doing this for ZH, since then you could use the GrantScience module tag, but that doesn't work in Generals.
IDEA: Perhaps if you made the side selection an upgrade at the command center? And then each structure was just cloned and the side got a different builder depending on which side they pick? You could use the sub objects, plus then you wouldn't have to worry about sciences or Gen Points for the sides, it would just be an upgrade at the CC that decided the structures you could build. Then the problem is in selecting Generals powers, but there's my idea.

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10-27-2003, 03:27 AM
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#16 (permalink)
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Senior Member
Join Date: Dec 2002
Location: New Zealand
Posts: 148
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I played around with the exact same thing a while back, the easiest way to do it using upgrades is:
Code:
Behavior = SubObjectsUpgrade ModuleTag_XX
TriggeredBy =
ConflictsWith =
ShowSubObjects =
HideSubObjects =
End
for each side upgrade.
If you're using sciences, just use a W3DScienceModelDraw module for each flag - requiring the side's science.
Edit:
The way i did it was that you choose the side you want in the exp menu, then click a button on the command center to 'move in' (the dozer and command center can't build anything until you have done this). This triggers a special power which spawns a dummy unit over the command center (it spawned a different unit depending on the science, the same way having different levels of the same superweapon work). The dummy unit then granted you an upgrade which changed the commandset and dies. Then you've got both the science and the upgrade of your chosen side and can do pretty much anything.
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10-28-2003, 07:45 PM
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#17 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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the flag isn't part of the main model :/
i ended up doing what I listed at the bottom of page 1...but just making it so when you build a sherman, you get the uk flag (if you picked that subside)
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10-28-2003, 08:32 PM
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#18 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 156
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If it is anything like the way Im doing the subsides for Fallout, being the subside is selected and actually is a gloabl upgrade, then I believe there is a way to do it. Im at uni at the moment, so I can't check this, but attach the seperate flags to the command center using an overlord contain module, have either the UKFlag or USAFlag OCL triggered by the faction global upgrade.
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10-28-2003, 11:19 PM
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#19 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Quote:
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Originally Posted by Henford_
If it is anything like the way Im doing the subsides for Fallout, being the subside is selected and actually is a gloabl upgrade, then I believe there is a way to do it. Im at uni at the moment, so I can't check this, but attach the seperate flags to the command center using an overlord contain module, have either the UKFlag or USAFlag OCL triggered by the faction global upgrade.
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the subsides arn't global upgrades :/
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10-29-2003, 01:01 AM
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#20 (permalink)
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Senior Member
Join Date: Dec 2002
Location: New Zealand
Posts: 148
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Quote:
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Originally Posted by smurfbizkit
the flag isn't part of the main model :/
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If you use a seperate draw module for each flag, but have all of them start off hidden it should still work....
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