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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 11-03-2003, 09:17 AM   #1 (permalink)
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Default emperor siege mode

nothing special just fun

[/img]
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Old 11-03-2003, 09:31 AM   #2 (permalink)
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As if Emperors aren't overpowered already .
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Old 11-03-2003, 05:41 PM   #3 (permalink)
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now get it to deploy in game, then i will praise you.

by that i mean get it to act as a normal emperor normally, and then when you want it to, make it deploy into siege mode, then be able to deploy back.
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Old 11-03-2003, 06:14 PM   #4 (permalink)
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U could have a command button the changes the locomotor and weapon.
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Old 11-03-2003, 07:19 PM   #5 (permalink)
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any ideas on that?, i was thinking of doing it through a weaponset upgrade, but you can only have one of those.

As for the ranger weapon switch, i tried that, couldnt get it to work, not with the model switch when you change the weapon.
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Old 11-03-2003, 07:26 PM   #6 (permalink)
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man,
that is the easiert think, just make it delpoy when it shoots...
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Old 11-03-2003, 08:10 PM   #7 (permalink)
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i know, but then it can't shoot when its not deployed.
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Old 11-04-2003, 07:25 AM   #8 (permalink)
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Quote:
Originally Posted by guyee
now get it to deploy in game, then i will praise you.

by that i mean get it to act as a normal emperor normally, and then when you want it to, make it deploy into siege mode, then be able to deploy back.
ill give you a hint look at the nukecannon
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Old 11-04-2003, 10:16 AM   #9 (permalink)
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Why not just make it a SECONDARY weapon and make the animations for firing secondary etc.

Then make a commandbutton to switch to SECONDARY weapon and voila.
You got a emperor with siege mode
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Old 11-04-2003, 10:19 AM   #10 (permalink)
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Quote:
ill give you a hint look at the nukecannon
that's exactly what oldfaq said. But the nuke cannon ai DeployStyleAI, if i'm not mistaken, doesnt let you have one turret that fires when the cannon isnt moving and another that does.

So if you get this in the game, its weapons will only function when it's deployed.

As for the weaponswitch, i couldnt get that to work properly, it switched weapons and all, but the animations didnt kick in at the right times, it would do an animation every time it fired a secondary weapon.
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