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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 11-29-2003, 08:53 AM   #1 (permalink)
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Default Stealth Dector Upgrade?

Does anyone know of a way to make it so that a unit will detect stealthed units, but with an upgrade? The StealthDetectorUpdate module rejects the StartsActive and TriggeredBy fields....

I'm thinking a portable structure, but I don't want the cosmetics changed. Anyone have any ideas?
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Old 11-29-2003, 01:05 PM   #2 (permalink)
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Default

Why not use the portable structure? I mean, you can just make an object that detects stealth, but is invisible. Then put it in an OverlordContain module (with the TransportAIUpdate) and that's it. It did it before so I know it works.
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