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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 02-29-2004, 12:35 PM   #1 (permalink)
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Default SpecialPower Defector as weapon

Hello,

Sorry if this is a dupe, but has anybody been able to use the special power Defector as a weapon for a unit? I have been able to use it from a button, but am trying to attach it to a new type of rifle.

Can anybody point me in the right direction? Thanks.
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Old 02-29-2004, 02:04 PM   #2 (permalink)
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Hijacker. All I'll say.
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Old 02-29-2004, 07:31 PM   #3 (permalink)
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So, was the Defector originally supposed to be some kind of a SuperWeapon or Special Power which mind-controlled the enemy units?

Kind of like the Psychic Domiantor in YR only without the damage effect?
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Old 02-29-2004, 07:48 PM   #4 (permalink)
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Well it was a superweapon that captured an enemy unit.
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Old 02-29-2004, 10:14 PM   #5 (permalink)
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Default Hijacker stuff

Quote:
Originally Posted by Vanguard
Hijacker. All I'll say.
Since you replied after you said this, maybe I can get a few more words out of ya.

Should I be looking down the path of ConvertToHijackedVehicleCrateCollide via a projectile object?
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Old 02-29-2004, 10:38 PM   #6 (permalink)
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Well I'm not to sure about how you would go about it, but why do you want it on a weapon?
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Old 02-29-2004, 11:59 PM   #7 (permalink)
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Quote:
Originally Posted by Vanguard
Well I'm not to sure about how you would go about it, but why do you want it on a weapon?
That's a Fine question! Not really sure why I mod, more tears and frustrations than anything.

I'm trying to get the Defector/Hijack/Capture effect on vehicles and infantry without any manual interaction from the player (clicking a button).

I've tried several things, and several more which I probably can't remember. This is not for any real mod, just me vs. this blimey game engine.
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Old 03-02-2004, 04:09 PM   #8 (permalink)
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Just copy and modify the hijacker weapon to have the projectile and effects that you want. How could it not be so simple?
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Old 03-04-2004, 10:10 PM   #9 (permalink)
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Quote:
Originally Posted by Ambershee
Just copy and modify the hijacker weapon to have the projectile and effects that you want. How could it not be so simple?
Turned out to be not that simple, but that is what I initially tried. Turns out that an object with PROJECTILE does not raise the collide event like a hijacker running into something does. Hijacker is not a weapon, but a collide event. Adding another KindOf, such as INFANTRY to a projectile object did not seem to work either.

But.. I figured it out another way! Thanks for the ideas and input.
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Old 03-04-2004, 10:25 PM   #10 (permalink)
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How did you do it?
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