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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 12-30-2003, 02:04 AM   #1 (permalink)
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Default Weapon Target Problem

Hey everybody!

I created and gave the Super Weapon General's Pathfinder an EMP grenade.

It disables vehicles and buildings. Everything is cool, and works fine, except that I can't target buildings and vehicles with the grenade.

WeaponSet
Conditions = None
Weapon = PRIMARY USAPathfinderSniperRifle
Weapon = SECONDARY SupW_PathfinderEMPGrenadeWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
WeaponLockSharedAcrossSets = Yes
End

It is made just like the ranger's grenade (it uses 2 commandbuttons and everything)

So, why wont my secondary weapon target vehicles and buildings (when I try, I just get the normla NO cursor)

Thanks everybody,
-Mishkin--The Russian Dude-
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Old 12-30-2003, 02:43 AM   #2 (permalink)
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it would be a lot easyer to tell you if you actually listed the weapon code ...
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Old 12-30-2003, 06:35 AM   #3 (permalink)
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I suspect you are trying to do it using the EMP Patriot EMP object, not by using subdue damage types. Try changing the damage type of the grenade weapon to something which can actually hit buildings or vehicles (which surrender can't)
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Old 12-30-2003, 03:35 PM   #4 (permalink)
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Got it, thanks DJRowley.

By the way, was surrender originally made for the capture thing?
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Old 12-30-2003, 03:52 PM   #5 (permalink)
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Yes, (I think) but all code to actually allow it to cause units to surrender was removed
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Old 12-30-2003, 05:36 PM   #6 (permalink)
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Yeah, but you can use the Death states to hack that code back. Deezire did it, and I've got an idea for a better/different way, but I need to code it first.
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Old 12-30-2003, 09:00 PM   #7 (permalink)
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Well the idea for capturing units seems easy to me.
I may be totally wrong on this but...

Create a weapon with the "Stun Bullets" upgrade that when fired at enemy infantry stuns them, kinda like EMP stun, and in that time (while the unit is stunned), you select the POW truck, and click on the stunned enemy infantry, the truck then picks the unit up, and you can order it to go to the propaganda center (if you are playing as china).

Then the truck would drop the unit off there (we wil need new animations for the propaganda center doors opening up and so on), and continue its work.

Then you may want some kind of a "superweapon" charging, and lets say after you capture 20 enemy infantry, it is done.

There.

Has anybody ever tried that? The only problem I see there is while the enemy infantry is stunned, how do we make it so that the truck would pick them up?

Any suggestions? Haven't tried that myself, but it looks do-able.

-Mishkin--The Russian Dude-
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Old 12-31-2003, 05:52 AM   #8 (permalink)
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I'm sure I read somewhere that the code which tells the POW truck to pick up stunned infantry, and the code which tells a building it is a prison, has been cut.

I had an idea for doing it - when an infantry unit is killed by a SURRENDER weapon, the unit disappears instantly and a crate which has that units surrender animation as its art is created. Picking up the crate gives you money, or if it is picked up by your side, you get the unit back Not sure how you would code the side dependant bonus though.....
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Old 12-31-2003, 12:20 PM   #9 (permalink)
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Oh, that's another way.

Couldn't you just use objectcreation for that?

The only problem is that how would you make the "crate" appear if and only if the unit is killed by a certain state.

But think about my idea, can it be done?



P.S. Maybe I should post this as a new topic...

P.P.S. Happy new year, and according to the mayas (or some other tribe) we only got 4 more years to live.
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Old 12-31-2003, 01:17 PM   #10 (permalink)
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Most of the code for your idea was deleted from the engine before it was released

Making the crate appear would be easy:

Code:
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +SURRENDERED
    DestructionDelay    = 0
    FX                  = INITIAL FX_InfantrySurrender
    OCL                 = INITIAL OCL_Create[Infantry]SurrenderCrate
  End
Or something like that.
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