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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 11-02-2003, 08:47 AM   #11 (permalink)
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Anyone who wants the code just contact me at deeno89@hotmail.com (MSN)
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Old 11-02-2003, 04:36 PM   #12 (permalink)
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Default TomaHawk Storm Error PART 2

Ok, thanks to Blind, I got the code and it works only if I run the world builder. Now the error comes, my game crashes the moment I run the game. Help me or tell me what to do to fix this error.
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Old 11-02-2003, 08:01 PM   #13 (permalink)
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Never mind, I was able to fix the problem, it was because there was no Command_Construct code for the Dozer to build, so I made one and it works fine, AND I LOVE IT.

Now I got to figure out if the SuperWeaponGeneral either had a nuke or a cruise missile.
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Old 11-03-2003, 02:03 AM   #14 (permalink)
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Default Superweapon general's nuke silo

Yes to the nuke silo, MechViper. It's still in the game, even down to the command button necessary to build it (I think that's still there, it's been a while since I added that to my mod). However, there's a small problem with the silo. The weapon works as it's supposed to, but the missile comes out upside down (if you use the silo unaltered) or sideways (if you use the chinese missile with it). But this could work in your favour, as the enemy could be too busy laughing their head off at that funny-looking missile to notice where it's going :lol: . Deezire gave it to general ironside in that generals mission he made recently, along with the tomahawk storm.
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