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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 02-19-2003, 02:53 PM   #1 (permalink)
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Default need help in factionunit.ini

i have been working on the INIs for my mod allies revenge 3
and i have a few problems i need to be solved

first, does anyone know if it is possible to make sight upgrades for a unit, aka make an upgrade that makes a unit look farther

second, is it possible to have more than one turret for a vehicle?
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Old 02-19-2003, 03:20 PM   #2 (permalink)
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Why would you want to increase a units sight range? Most of them can see around 15% of the map anyways.

Yes, two turrets is straightforward enough - you declare your second turret in the same module as the first turret;-
Code:
Behavior = AIUpdateInterface ModuleTag_[name]
    Turret
      ControlledWeaponSlots = [PRIMARY/SECONDARY/TERTIARY]
    End
    AltTurret
      ControlledWeaponSlots = [PRIMARY/SECONDARY/TERTIARY]
    End
End
Then make sure all weapons in each WeaponSet are assigned to firing from the correct bone on the model in all of its ConditionStates.
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Old 02-19-2003, 04:04 PM   #3 (permalink)
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Quote:
Originally Posted by DeeZire
Why would you want to increase a units sight range? Most of them can see around 15% of the map anyways.
Have you played AR2

kornlord283, how are you planning to overcome the ini updates that come with patchs?

The first mod i tryed to play has already been made usless by the 1.2 patch.
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Old 02-19-2003, 04:31 PM   #4 (permalink)
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Ahem...

For the turret, if you had looked into my factionunit.ini post, you would have found it...
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Old 02-19-2003, 04:42 PM   #5 (permalink)
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Default

Quote:
Originally Posted by Detail
Quote:
Originally Posted by DeeZire
Why would you want to increase a units sight range? Most of them can see around 15% of the map anyways.
Have you played AR2

kornlord283, how are you planning to overcome the ini updates that come with patchs?

The first mod i tryed to play has already been made usless by the 1.2 patch.
first, I have AR2 and that is one of the best mods in the world (deezire also rules )

and for the 1.2 patch, does that come shipped with the first realease of the game or is it up for download?
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Old 02-19-2003, 05:23 PM   #6 (permalink)
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This first bit was not aimed at you.

1.2 is avalibel from EA, in-game update and some fan sites. 1.3 should be out in a week.
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Old 02-19-2003, 06:03 PM   #7 (permalink)
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Personally, I have barely touched the INIs for generals yet with my mod. I am mainly concentrating on 3D modelling, skinning and rigging, due to this reason.
EAP is releasing many patches, due to the buggy multiplayer. Any code written in the INIs would be made useless by each patch, resulting in more work. ZI have figured that if my mod wont be released for another 6 months at least, then it would be better to do the INI editing on a later, more stable patch. This would also resolve most incompatibility issues with other Generals users trying to play your mod.
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Old 02-20-2003, 02:57 AM   #8 (permalink)
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Quote:
Originally Posted by Henford
Personally, I have barely touched the INIs for generals yet with my mod. I am mainly concentrating on 3D modelling, skinning and rigging, due to this reason.
EAP is releasing many patches, due to the buggy multiplayer. Any code written in the INIs would be made useless by each patch, resulting in more work.
A wise attitude..
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Old 02-20-2003, 05:32 AM   #9 (permalink)
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Quote:
Originally Posted by Detail
Quote:
Originally Posted by DeeZire
Why would you want to increase a units sight range? Most of them can see around 15% of the map anyways.
Have you played AR2
No, I dont have time and its not to my taste.

And please dont come here 'rolleyeing' me on my own forum. It was a legitimate enough question about why he would want to increase a units sight range when the widespread feeling is that most units already have too great a vision. There are a multitude of alternative ways in the game of revealing/seeing areas of terrain.

Im dammed if this place is going to turn into the psychological and sarcastic battleground that the RA2 scene saw in the early days of modding.
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