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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 01-22-2004, 12:55 AM   #11 (permalink)
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Old 01-22-2004, 01:03 AM   #12 (permalink)
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And your even less constructive.
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Old 01-22-2004, 03:47 AM   #13 (permalink)
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Whoo, I'm getting famous with this..

“Generals” is like a big box with LEGO blocks. Every unit is build up from modules and specific tags. You can have any possibility you can think of, on condition you keep the modules and their occasionally hardcoded links (lumps of modules) intact. There are no such predefined things as buildings, vehicles, etc. The objects get just a number of properties that will define their end behavior and classification.

If you get a crash, then it is probably because you forgot one part somewhere or made a simple spelling mistake or so. I have not tested it, but your idea should be possible, because drones are nothing more then OCL's.

Mishkin, is this for ZH ? If so, start up WorldBuilder and look what kind of error it gives. the ZH WB has an excellent debugger in that respect and is able to catch a lot of bugs (not all doh).

When I try to make something, I always trace the complete path of comparable examples. A simple copy/paste often don't work because you're forgetting that some modules are linked to eachother. you forget about one and bang.. your game crashes.
Also, on rare occasions I've discovered that some modules are conflicting with each other. If you then happen to join 2 under the same unit, it will cause the game to crash. If WB doesn't help you solve the problem start commenting out module by module till you find the offending one....
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Old 01-22-2004, 04:20 AM   #14 (permalink)
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True! I suppose making the "structure" a VEHICLE (even if it requires a locomotor, you can set that speed to 0, but get an aiupdateinterface if you have to add one)
will make it work.

Ideally, just copy and paste the code from the crusader (just an example) into factionbuilding (it doesn't actually matter which ini it is in the OBJECT folder, all inis there will be read)

It is possible to "build" a unit, like a structure with a dozer, so drones are also possible.

In the event of complete despair, I suggest using an overlord type upgrade that is applied immeadiately, and the overlord upgrade object should be the actual "master" of the drone.
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Old 01-24-2004, 10:08 PM   #15 (permalink)
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You can give structures drones. I made an alien building that serves as a defensive structure. As soon as you build it these little flying drones come out and circle around and shoot lasers at anyone who comes near.
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Old 01-26-2004, 01:19 PM   #16 (permalink)
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drones for repairing the buildings thats is great to
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Old 01-26-2004, 06:27 PM   #17 (permalink)
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Yeah good idea, but I don't really think that USA will need drones to repair their structures, because they themselves already do that.

So it IS possible, but where do you have to change the code to make it work, and not get a crash to desktop?

-Mishkin--The Russian Dude-
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Old 01-26-2004, 10:29 PM   #18 (permalink)
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Picture of drones working with structures (normal code structures as well not vehicles with zero locomotor).

Those little blue drones float around the spiked base (they come out of the cenetr when its built) and fire lasers at nearby enemies. NOTE: The mod this was for as with the other models in the pic is dead so anyone who wants em just ask.
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Old 01-26-2004, 10:39 PM   #19 (permalink)
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I would like those maybe. ^_^
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Old 01-26-2004, 10:44 PM   #20 (permalink)
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Heres some more incase you want em:
Spinning disk that crushes stuff.

Hover tank and AA gun.

All of the stuff has weird designs.
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