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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 03-05-2004, 07:23 AM   #1 (permalink)
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Default OCL

I have been working on a Chinook OCL which comes in from off screen and lands to deliver its payload.

I have looked at a few posts on the topic, some people said they would post their info when it was done, that was never done (or I could not find it).

The deal is, without the DeliverPayload module, the OCL will not work. Adding any other like JetAI, ChinookAI, etc, conflicts and it will not work, very simply like the module guide says, you can't have multiple AIUpdates (although the regular chinook has AIUpdate and ChinookAI ?? ). If you use a CreateObject OCL, I think you have to create a bogus object which spawns your drop, but I don't think the Chinook comes from off screen. Unless it is Create_Above_Location, or close to it, it sits at the corner.

Anyone found a trick to adding an attacklocomotortype other than in a JetAIUpdate or any other way?

I want this thing to look good, a nice strafe in and a drop, maybe with an attack loco it can hover slowly along the ground while the troops jump out.
Any ideas, thanks.
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Old 03-05-2004, 08:05 AM   #2 (permalink)
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Copy the b52 ini entry.Replace the models, art, and locomotor with the chinooks.
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Old 03-05-2004, 08:19 AM   #3 (permalink)
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Well, that is for the paradrop. The only thing that destroys the chinook's ability to do a paradrop is the chinookaiupdate after you incorporate the deliverpayloadupdate. Take out the chinookaiupdate, and it will do the paradrop. (There might be something else, something small though)

I want it to land and deploy. I need it to switch locomotors for me during its unload.

Hey man, I use to be outtravelin, I switched for further reference. We met over my attack loco command topic and discussed your gun, thanks again, and paradropping multiple units. You mentioned that you have a spec ops squad delivered by your chinook that drops a bogus object and spawns your infantry. How did you do that? Did you create an object like a spy drone that lands from above and does it work?
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Old 03-05-2004, 08:52 AM   #4 (permalink)
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I just used a deliver paylaod OCL and stuffed around heaps with the distancetodive thing that the A10 uses and the chinooks locomotor settings.I didnt use any loco switch...I did it on my sisters PC while I was baby sitiing my niece, so I didnt have time to refine it.It was a little buggy due to terrain heights but it generally worked.I havent done much ini coding for a couple of months except for basics of testing models and animations, so my memory isnt too good :|

There is the SET_PANIC locomotor thing, but I dont know how or if it can be manipulated.

THe only thing I can think of is this:
Give the chinook 2 switchable weapon buttons like the ranger and its gun/flashbang.One weapon does not automatically attack, and the other one does.

Have some kind of invisible slaved object with the chinook.When you press the weapon button that automatically attacks, the chinooks attacks the slaved object changing its locomotor.When this object dies, the units are spawned.But then you have the problem of the chopper not going away......
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Old 03-05-2004, 10:02 AM   #5 (permalink)
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Thanks for the advice. I got to give credit to someone else for getting the mob nexus to work. It looks ok, trying to get the right settings for a divestart and end is not acceptable. If you set your dive end below twenty or ten, the helicoptor flies at that height for the rest of the way. Values like 400 start and 10 end work, its back and forth but not very consistent.

Having it fire a fake primary and an attacklocomotor of ground settings would work I think. I'll keep testing but for the most part it works.
Thanks
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Old 03-05-2004, 04:24 PM   #6 (permalink)
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Quote:
Originally Posted by cooleto
I got to give credit to someone else for getting the mob nexus to work
You know how to use the mob nexus?

My chinook took back off again.I managed to make my chinook pause very close to the ground by playing with the locomotor settings, but yeah it was never perfect if there were hills around.
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Old 03-08-2004, 01:14 AM   #7 (permalink)
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Alright, it took me some time to figure out what was going here.

The angrymobnexus is all that you need, in its entirety. The spawntemplatenames are the names of the unit you want it to spawn.

If you take the whole thing, rename the object, make it spawn what you want, there you go.

The Objects it spawns requires its own updates. SlaveUpdate and locomotor settings. Look at the GLA AngryMobNexus and the units it spawns. It is all the same principles. The Kindofs, SlaveUpdated, and locomotor in the object are the keys.

I have never used the GLA in my life, I did not even know about the AngryMobNexus until I had to work with it.

In the chinookdrop, if you it to drop the Mobnexus, just have it drop that object, the nexus. The nexus is its own unit with its own health bar, it works just like every other object. The slaveupdates and the kindofs for the units it spawns makes the mobnexus. If you have any question, let me know.

One question for one answer, how did you work your chinook loco? My chinook drop works perfectly except for a pause to drop off the troops, that would finalize my OCL. Thanks
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Old 03-08-2004, 01:38 AM   #8 (permalink)
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Im not sure, but I think it was becasue It was flying over the point close but not right on it, so it appears to pause while it zeroes in.It was not a perfect setup though.
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Old 03-08-2004, 03:54 AM   #9 (permalink)
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I'll test it, post back if you can't get the mob to work. I'll let you know what I know. Let me know if I can be any assistance.
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Old 03-08-2004, 03:57 AM   #10 (permalink)
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THanks
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