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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 03-03-2004, 04:40 PM   #21 (permalink)
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Quote:
Originally Posted by Mishkin
Ok, people, especially n00bs at modding Generals, EVERYTHING IS OBJECTS.
Thats exactly why I didn't see why it couldn't work? But I've never tried it for sure and I ->might<- not work because there are different Draw modules. Like truck draw and tank draw so those might not take snow condition states, but doubt it. Just didin't want to say for sure.
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Old 03-03-2004, 04:52 PM   #22 (permalink)
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Quote:
Originally Posted by 4hammer
thats not going to happen in the next 3 years u know (until the source code would be relesed and i don't think it would) thats why if we want to do that than we need to crack the engine (thats probably illegal)

For many things, you don't need to crack the engine.
I only see two types of problems :

Diamond = hardest, needs lots of
bypassing and simulating

Titanium = Easy, you just have to find the right combination of modules and tags


Most problems are titanium. The "easy" stuff is often mistaken as diamond..
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Old 03-03-2004, 05:09 PM   #23 (permalink)
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And then there's rubber. The stuff even n00bs can chew through with a bit of effort.
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Old 03-03-2004, 05:52 PM   #24 (permalink)
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Mithril you forgot Cryptonite Hard coded stuff like the damage types. Oh and has anyone managed to limit the rotation of a turret, yet? Altough the INIs are a lot more powerful that some think they still aren't even close to as powerful as the real source code.
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Old 03-03-2004, 07:21 PM   #25 (permalink)
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Quote:
Originally Posted by Pestilence
Creating new DAMAGE and DEATH types would be the sh!t
You can use up to 7 new DeathTypes.

TankDraw, TruckDraw, TankTruckDraw etc do not need the NIGHT ConditionState (but you can specify one though). They have a few 'auto coded' tricks built in which include hiding the 'headlight' sub-objects in the default ConditionState and showing them in the NIGHT or SNOW NIGHT ones. They also throw up dust particles, although they arent clever enough to choose snow or dirt particles (depite my suggestion, ho hum).

On the other hand, the standard ModelDraw module needs you to specifically define each state.
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Old 03-03-2004, 09:28 PM   #26 (permalink)
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I gues all i really need to do for some conditions i want to change, for example DEATH types, when an infantry get run over instead of using the normal death type and animation that it uses by default the slow death, maybe i could just create a new animation for it so the infantry gets nocked back and flat like you what would really happen, instead of getting pudhed aside and falling forward.
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