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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
01-28-2004, 08:48 PM
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#1 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Middle Earth
Posts: 290
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Unit movement control from keyboard ?
Just wondering if its possible to move a unit using the keyboard rather than the mouse.
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01-28-2004, 09:11 PM
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#2 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Texas
Posts: 709
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No.
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01-28-2004, 09:15 PM
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#3 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Yea, this is one of the few topics in which we can definitely say "NO" to.
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01-28-2004, 10:40 PM
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#4 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Nevada, USA
Posts: 933
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But is it POSSIBLE to code that?
If so, where would one start?
-Mishkin--The Russian Dude-
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01-29-2004, 02:51 AM
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#5 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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They already said "NO". And they're right.
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01-29-2004, 02:54 AM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Middle Earth
Posts: 290
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Hmm, just thinking of the possiblities of using the engine for somethng other than an RTS. 
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01-29-2004, 04:19 AM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Location: UK
Posts: 704
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I have a general liking for the impossible.
Have you ever tested the DebugAI option in gamedata.ini? If so, you will have noticed that all unit movements are represented by a yellow line, even those issued by the human player.
There is a commandmap.ini which allows the configuration of new commandbutton commands, it is the commands that make the problem.
So we have a few leads to start with here.
The AI scripts will also be interesting to look into because they do give quite a lot of control over the game's commands.
But you can't say no yet!
They said that they can't break the sonic wall.
They did.
They said that you can't breathe under water.
An oxygen filtering gas allows you to just do that.
I believe there is nothing you can't do. Anything can be done if you put your mind to it. The concept of "initial effort followed by a period of incubation and rest" is probably the most effective strategy in problem solving.
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01-29-2004, 09:24 AM
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#8 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Quote:
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Originally Posted by Mithril
But you can't say no yet!
They said that they can't break the sonic wall.
They did.
They said that you can't breathe under water.
An oxygen filtering gas allows you to just do that.
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Those things were all done within a much looser set of laws. The code for generals is not nearly as loose. The game was designed for rts, not fps or other types of games.
A quick post by DZ will sort this out for sure.
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01-29-2004, 03:49 PM
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#9 (permalink)
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Senior Member
Join Date: May 2003
Location: South East USA
Posts: 1,247
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Indeed, we didn't know the limits of jets, and if they could break the sound barrier, and the technology wasn't developed yet for breathing underwater. The SAGE engine in the incarnation for Generals, will not develop over time, so that rules out the better tech area. We know the limits of the sage enmgine, because objects like it don't interact with the actual physical world, thus it does not interact with something with unknown limitis, thus it limits are known.
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01-29-2004, 03:56 PM
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#10 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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It was made by man so man already knows what it can do.
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