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Forum Members: 18,677
Total Threads: 8,798
Posts: 95,843
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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-09-2004, 01:43 AM
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#11 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 196
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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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02-09-2004, 03:11 AM
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#12 (permalink)
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Senior Member
Join Date: Sep 2003
Location: the mighty planet of doom (NZ)
Posts: 269
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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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02-09-2004, 04:41 AM
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#13 (permalink)
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Member
Join Date: Jun 2003
Location: Earth
Posts: 93
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Quote:
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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.
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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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02-09-2004, 04:30 PM
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#14 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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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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02-09-2004, 07:43 PM
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#15 (permalink)
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Member
Join Date: Jun 2003
Location: Earth
Posts: 93
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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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02-09-2004, 07:48 PM
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#16 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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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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02-09-2004, 11:24 PM
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#17 (permalink)
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Member
Join Date: Jun 2003
Location: Earth
Posts: 93
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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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02-10-2004, 12:35 AM
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#18 (permalink)
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Senior Member
Join Date: Sep 2003
Location: the mighty planet of doom (NZ)
Posts: 269
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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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02-10-2004, 12:36 AM
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#19 (permalink)
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Senior Member
Join Date: Sep 2003
Location: the mighty planet of doom (NZ)
Posts: 269
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sorry i did that last post with out looking at the 2nd page
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02-10-2004, 09:33 AM
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#20 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Quote:
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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?
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The Carpet Bomb should be an OCLSpecialPower, not a SpecialAbility.
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