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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-07-2008, 08:10 AM
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#41 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Quote:
Originally Posted by beng
Those lists look interesting, maybe you could add them to the appendix of your module list.
While playing with parachutes, i found that ParachuteContain cannot use the KillWhenLandingInWaterSlop parameter, which is in the module list. It will crash the game.
Also, in HijackerUpdate (what is thie module for?) the OffsetZ parameter will crash the game.
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Strange, This works. I tried it ingame except the KillWhenLandingInWaterSlop part .
Quote:
Originally Posted by beng
ConvertToHijackedVehicleCrateCollide cannot take FXList parameter, it will crash the game.
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I also tried this ingame, strangely works.
Last edited by IraqiPeopleRocks; 07-07-2008 at 08:13 AM..
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07-07-2008, 10:28 AM
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#42 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 778
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Hmmm. maybe it works for mods, i was trying them in map.ini
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07-12-2008, 05:15 PM
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#43 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 778
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Using the DelayedUpgrade module crashes ZH (haven't tried it in Generals)
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07-15-2008, 09:51 PM
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#44 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 778
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The RebuildHoleExposeDie can take common death module parameters like DeathTypes. This is useful for when you want a death type not to make a hole. For example for Demo General you could add
DeathTypes = ALL -SUICIDED
So that if he blows up his own buildings using the suicide weapon, they well and truly suicide and don't come back to life from holes.
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07-16-2008, 12:21 PM
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#45 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Quote:
Originally Posted by beng
The RebuildHoleExposeDie can take common death module parameters like DeathTypes. This is useful for when you want a death type not to make a hole. For example for Demo General you could add
DeathTypes = ALL -SUICIDED
So that if he blows up his own buildings using the suicide weapon, they well and truly suicide and don't come back to life from holes.
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Neat! Noted and added to the module list. 
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07-17-2008, 07:10 PM
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#46 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 778
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NeutronMissileSlowDeathBehavior can take standard SlowDeathBehavior parameters, like:
FX = [INITIAL / MIDPOINT / FINAL] FX_someFXlist
Weapon = [INITIAL / MIDPOINT / FINAL] WhateverWeapon
OCL = [INITIAL / MIDPOINT / FINAL] OCL_someOCL
Notice that the CargoTruckNuke object (weaponobjects.ini) lacks the OCL to make the nuke radiation field. This is why in the Generals GLA campaign mission where the Chinese give the GLA splinter cell 3 nuke trucks which you get, when you detonate them in the GLA base, you can immediately rebel ambush it with your rebels and have them polish off the holes and win the game - it does not make any radiation at all. It only makes the particle effectthat makes it look like there is radiation, so there is no danger to firing your rebel ambush in the glowing area where the trucks just exploded.
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07-17-2008, 09:48 PM
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#47 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Neat, oh yeah. NeutronMissileSlowDeathBehavior can take every parameters of your standard SlowDeathBehavior Module which i find strange XD
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07-18-2008, 03:07 AM
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#48 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 778
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Well i find it useful. I use it for a weapon that burns trees and then knocks them down. The slow death behaviour fires an initial fire weapon to set the trees burning, then the neutron missile blast knock them down, and a final weapon uses a shock wave to blow the fallen trees away. Useful for clearing forests.
You can see how it is used in this map i made for testing special powers and super weapons:
Super Weapons Test Range - Revora Forums
The weapons range can be cleared of junk and burnt trees using this weapon, then new targets are spawned on the range for the next test.
Last edited by beng; 07-18-2008 at 03:10 AM..
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07-20-2008, 06:27 PM
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#49 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 778
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PhysicsBehavior cannot take ShockResistance, world builder says it does not recognise it. I was trying to see if that could be a way to make some objects resistant to shockwaves.
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07-21-2008, 05:47 AM
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#50 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Weird, I have this on my overlord tanks:
Code:
Behavior = PhysicsBehavior ModuleTag_14
Mass = 90.0
AllowCollideForce = Yes
;1.0 means 100% resitant to shock weapons, since this is set at 0.5, this unit is only 50% Resistant.
ShockResistance = 0.5 ;so this will prevent overlords and emperor flying off the map -Chris
End
and it strangely work fine.
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