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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-14-2003, 02:43 PM
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#1 (permalink)
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Junior Member
Join Date: Dec 2002
Location: USA
Posts: 28
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Naval Units Thread
Would it be possible to add them? Although many naval units in RA2 were kind of pointless (those that could attack land targets couldn't reach that far), but adding something like the cruisers from RA (if possible) might be a great addition to the game.
I haven't really looked into it much yet, but can you disable superweapons (particle cannons, nukes, SCUD storms, but not A-10s, fuel bombs, etc) in multiplayer (LAN, specifically)? They're not that much in the hands of AI, but I'd hate to get my base devestated 15 minutes into the game by four particle cannons or a couple of nuclear warheads.
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02-14-2003, 03:20 PM
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#2 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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If you open up the INI files and take a look, the numerous comments in there should point you in the right direction
Feel free to post your findings here
If you bring a problem, then please be prepared to share a solution 
__________________
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02-14-2003, 05:34 PM
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#3 (permalink)
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Junior Member
Join Date: Dec 2002
Location: USA
Posts: 28
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Thanks for the reply, I'll look into it.
But superweapons, I meant disabling them through menus or console (if Generals has one), that sort of thing. But modifying the INIs wouldn't really be a problem, since it would be just for LAN parties with a few people.
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02-14-2003, 10:23 PM
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#4 (permalink)
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Junior Member
Join Date: Dec 2002
Location: USA
Posts: 0
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You can disable the supers with a few scripts. Just disable the command button for them via the script editor. Or you can set the rank to a max value.
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02-14-2003, 10:29 PM
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#5 (permalink)
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Junior Member
Join Date: Feb 2003
Location: Hong Kong
Posts: 9
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I couldn't help but wonder - are you the Emon from LucasForums?
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02-14-2003, 11:15 PM
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#6 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 1,097
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if you wanted to add submarines you might have to make the opacity of the water lighter... but here is something you cna try...
Oldfaq
Quote:
; WaterTransparency can be overridden per each map to change these values.
WaterTransparency
TransparentWaterMinOpacity = 1.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
TransparentWaterDepth = 3.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
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02-14-2003, 11:18 PM
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#7 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 1,097
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and you don't really need to do that much work! afterall you only need a few things
ok first all you need to do is give it a basicboat locomoter and make it so it can only be able to roam in water and give it and attack weapon and voila you have a naval unit! and you will have to mess around with this to get the naval units the way you want it
Quote:
;------------------------------------------------------------------------------
Locomotor BasicBoatLocomotor
Surfaces = WATER
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 30 ; in degrees/sec
TurnRateDamaged = 30 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 20 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored.
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = No
End
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Oldfaq
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02-15-2003, 12:35 AM
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#8 (permalink)
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Junior Member
Join Date: Dec 2002
Location: USA
Posts: 28
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Yes, I'm from Massassi, LucasForums and many other places.
Thanks for all the information guys.
Naval units look pretty easy, but what about a naval yard?
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02-15-2003, 05:34 AM
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#9 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Naval Yards are tricky. First off, you face the problem that no map in the game has enough water to justify naval units. Second, you face the problem of getting something to travel over water to build one.
I did one a while back, by making a series of maps with lots of water on and pre-placing a 'naval yard' (edited war factory) on the water. Together those maps made a 'naval war' game mode if you like.
Then you face the problem of producing naval units - how are you going to specify that they should come from a Naval Yard and not a War Factory?
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02-15-2003, 08:34 AM
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#10 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 1,097
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prerequisite should work or is it different than RA2? becuase with that it would be so much easier...
Oldfaq
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