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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, 10:39 AM   #1 (permalink)
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Default Towed units

Hello,
Does anyone have any idea if towed units are possible in Generals or Zero Hour? Ideally, I'd like to be able to daisychain towed vehicles. If this is possible, how would I go about implementing them?

I'm thinking (dreaming for now) of a TC where one of the sides would have towable heavy trailers (which turn into buildings) and/or weapon emplacements. They would be towed to a location and then deploy (maybe on command) once unhitched. The end effect would be an almost fully mobile base. On the move such a 'building vehicle convoy' could look a bit like a road train on steroids, with trailers the size of emperor tanks being pulled by a really big prime mover.

Just the thing to irritate your opponents with, really.

Base? What base? There's no base here.

On the other hand, I can really imagine a 'defend the train' mission where the player gets to defend a road train from a rampaging horde of infantry and buggies.

Cheers,
ErikM :evil:
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Old 02-09-2004, 11:12 AM   #2 (permalink)
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Default

I cant give you a deffinate yes or no. But I do know that there are behaviors for trains in the code. I havnt realy looked into it yet. But it seems you can define 1 unit as a locomotive and attach other "slave" units to it. As for its movment, I'm not sure if it is able move frealy, or if it has to follow a set path. But i seems to have parametres that would indicate that it can move freely with the right setup.

Not very clear answer I know. But you should take a look in the civilianunit.ini where I think the trains are defined.
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Old 02-09-2004, 03:39 PM   #3 (permalink)
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I think I saw a towed unit in WW3: Call to Arms by the NOVA team. I think it was a unit for the yet unreleased UK side.
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