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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 02-25-2004, 02:53 AM   #1 (permalink)
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Default Attack loco command

Heres an easy one. How do you tell a unit to guard and have it use its attack locomotor when you do the command. Unless you tell a unit to attack a specific object, it will not use its attack locomotor.
 
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Old 02-25-2004, 04:54 AM   #2 (permalink)
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well if you were to replace the GUARD by ATTACK in the commandbutton it might just use that locomotor, however, it wont guard that area, but make an attackmove
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Old 02-25-2004, 08:28 AM   #3 (permalink)
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Tried it. For a unit or object to use an attack locomotor it has to be told to attack a specific unit. Even the attackmove command does not initiate the attacklocomotor of the unit if the attackmove command is not on an enemy unit.
 
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Old 02-25-2004, 05:29 PM   #4 (permalink)
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Must be hard coded, any ideas as to trick a unit to use its attack locomotor?
 
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Old 02-25-2004, 06:25 PM   #5 (permalink)
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you could try and make a bogus weapon, that is fired with an ability button, and you can set the ground to be a valid target.
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Old 02-25-2004, 07:25 PM   #6 (permalink)
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That does work. If I set a commandbutton that has the command like the command rocketpod weapon for the commanche which is FIRE_WEAPON instead of GUARD, the unit goes into attackmode. Then I set in the commandbutton weaponslot = primary and maxshotstofire = 0. This is kind of tricky. It is for a vertical takeoff JSF but with an attack locomotor with the appearance as WINGS so it can circle while in guard (attacklocomotorpersisttime = 1000 or so). During takeoff the JSF jumps into its attack locomotor pretty quickly. This command makes it so the two locomotors kind of collide and it just does small circles over the airfield only until I tell it to do something else.

What is the INSTANT_TARGET settings in the options of the command button? Remote Charges for burton have this command (or some input from the producer just reference to it). Might be an idea.
 
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Old 02-25-2004, 11:05 PM   #7 (permalink)
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One more question. What specifies how the aircraft lands. Basicjettaxiing seems to be only for takeoff, what about landing?
 
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Old 02-26-2004, 02:40 AM   #8 (permalink)
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Well I got one reply so far, I hoped I could of done this cleaner. Take away the aircraft kindof, needsrunway=no, set_normal loco to your normal than on the same line put your hover loco. Returnforammolocotype is your hover. JSF takes off and lands vertically, guards with a WINGS appearance, and without the aircraft kindof and stop command, it will only return to your airfield to rearm, and won't make the locos conflict. I got an F-35B
 
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Old 02-26-2004, 05:09 AM   #9 (permalink)
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Very nice coding.

You working on a mod?
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Old 02-26-2004, 05:31 AM   #10 (permalink)
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No way, it still did not turn out, glitches here and there, sometimes the locos collide and the jet makes me dizzy circling. I keep climbing up dead trees. It works but its not clean and I scrapped it. Just a realism fan that sees the possible potential the game could have in many ways. A lot of it seems out of my reach, I keep posting things that people have probably tried a hundred times, it never worked out, and their tired of hearing about it. Maybe their just smart enough to see it can't be done in the first place. Although working with units already in the game comes simple.
 
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