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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 02-09-2004, 01:43 AM   #11 (permalink)
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I've tried looking but I haven't found out why the carpet bomber is working differently than other superweapon charge times. I'll keep looking but for now here's a possible temporary solution: free upgrade. Place the upgrade where the button would be, once activated you can have it build for more or less the charge time. Call it "Request bomber support" or something and if you can get it to start automatically it'll won't need to be changed if I figure this out.
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Old 02-09-2004, 03:11 AM   #12 (permalink)
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you could try having a large reload time as the timer
and making the build time the normal build time plus the charge time

i assume you do not want it like a super weapon if you do sorry

if you want it like a super weapon the advice on this page is good
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Old 02-09-2004, 04:41 AM   #13 (permalink)
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Quote:
Originally Posted by trex238
I've tried looking but I haven't found out why the carpet bomber is working differently than other superweapon charge times. I'll keep looking but for now here's a possible temporary solution: free upgrade. Place the upgrade where the button would be, once activated you can have it build for more or less the charge time. Call it "Request bomber support" or something and if you can get it to start automatically it'll won't need to be changed if I figure this out.
That might work. Or make it a 1500$ purchase, and build in 30 seconds. Something like that. Keep digging though, I'm no good with this sort of thing, I'm not being lazy, and I do appreciate it. Currently I'm giving each arms dealer a new set-up where it has a switch to and from a bike selection, so that you can build normal bikes, demo bikes, and rpg bikes with all the different generals. Of course, the cost will vary from general to general. Like, for instance, toxin's demo bikes are 800, while demo's are still 550, and stealth's are 700. But good lord this is taking a lot of coding... have to create 2 new units and their command buttons and command sets and tooltip entries, and balance their prices and build times, too. :dead:
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Old 02-09-2004, 04:30 PM   #14 (permalink)
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Its nothing to do with SharedSyncTimer. That controls whether or not the super wep is 'shared' across multiple instances of the same object. For example, if you put SharedSyncTimer = yes on the Nuke, you'd only get one nuke no matter how many silos you built.

You could always make it a Generals point. That was my way around it.

Ill have to think about how to start it 'uncharged', off the top of my head I cant recall how.
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Old 02-09-2004, 07:43 PM   #15 (permalink)
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Thanks, I've done a LOT of discussion about it with a lot of people, and we have all come to the conclusion that if it needed to charge first it would balance it out (the entire goal of the mod is unit balance)
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Old 02-09-2004, 07:48 PM   #16 (permalink)
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Try giving the Strategy Center the SpecialPowerCreate module and/or KindOf FS_SUPERWEAPON and see if that helps.
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Old 02-09-2004, 11:24 PM   #17 (permalink)
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Ok, well, when I added the specialpowercreate moduletag the spy ability needed to charge first, so we're getting close. I probably just did something wrong, here's what I put
Behavior = SpecialPowerCreate ModuleTag_16
;nothing
End
Behavior = SpecialAbility ModuleTag_11
SpecialPowerTemplate = AirF_SuperweaponCarpetBomb
UpdateModuleStartsAttack = Yes
End

Myabe you can tell me where I messed up?
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Old 02-10-2004, 12:35 AM   #18 (permalink)
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hey the rangers, etc have a charge time before they can use their building capture upgrade
why dont you have a look at that
its the same with the radar van and so on
any way super weapons are not avalible straight away
there is lots of cdes you could look at
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Old 02-10-2004, 12:36 AM   #19 (permalink)
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sorry i did that last post with out looking at the 2nd page
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Old 02-10-2004, 09:33 AM   #20 (permalink)
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Quote:
Originally Posted by Zrakh
Ok, well, when I added the specialpowercreate moduletag the spy ability needed to charge first, so we're getting close. I probably just did something wrong, here's what I put
Behavior = SpecialPowerCreate ModuleTag_16
;nothing
End
Behavior = SpecialAbility ModuleTag_11
SpecialPowerTemplate = AirF_SuperweaponCarpetBomb
UpdateModuleStartsAttack = Yes
End

Myabe you can tell me where I messed up?
The Carpet Bomb should be an OCLSpecialPower, not a SpecialAbility.
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