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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 07-21-2008, 12:12 PM   #51 (permalink)
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Hmmm, i just tried it again and it seems ok now, i must have done something wrong the last time.
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Old 07-21-2008, 05:03 PM   #52 (permalink)
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I found what was wrong: ShockResistance must take a number, not YES/NO. Yes or No will crash the game.

1.0 means it doesn't fly when shockwaved, 0.0 means not resistant at all.
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Old 07-21-2008, 07:05 PM   #53 (permalink)
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ShockResistance = 0.0 crashed the game, seems it needs to be >0
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Old 07-24-2008, 10:45 PM   #54 (permalink)
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GarrisonContain can take AllowInsideKindOf - see the trains that can contain vehicles for example. It can also take PassengersAllowedToFire
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Old 07-25-2008, 09:02 AM   #55 (permalink)
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All noted and added! Also, I found out the GarrisonContain can also take this:

Code:
	ForbidInsideKindOf = [KindOf listing]
	AllowAlliesInside = [Yes/No]
	AllowEnemiesInside = [Yes/No]
	AllowNeutralInside = [Yes/No]
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Old 07-26-2008, 01:32 AM   #56 (permalink)
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ConvertToHijackedVehicleCrateCollide definitely cannot take FXList, if i put in FXlist then the game crashes and worldbuilder says it does not recognise that field.
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Old 08-13-2008, 10:45 AM   #57 (permalink)
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I saw in your notes for JetAiUpdate:
LockonTime = [integer, milliseconds]
LockonCursor = [object name]
LockonInitialDist = [integer]
LockonFreq = [real number]
LockonAngleSpin = [real number]
LockonBlinky = [Yes/No]

Any idea how to use those fields?
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Old 08-14-2008, 01:17 AM   #58 (permalink)
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"ShouldDrawPips" might be able to be used by Overlord and Transport contains. I saw it in Game.dat.

Do you know of a way to specify how many ammo per pip? I want to show ammo pips for an airplane gun with a 50 bullet clip but i don't want to show 50 pips. Can i somehow make it show 1 pip to 5 bullets?
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Old 09-18-2008, 06:25 AM   #59 (permalink)
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Quote:
Originally Posted by beng View Post
I saw in your notes for JetAiUpdate:
LockonTime = [integer, milliseconds]
LockonCursor = [object name]
LockonInitialDist = [integer]
LockonFreq = [real number]
LockonAngleSpin = [real number]
LockonBlinky = [Yes/No]

Any idea how to use those fields?
Code:
	LockonTime                    = [integer, milliseconds] ; how long does the lockon tick sound last?
	LockonCursor                  = [object name]  ;what should the "lockon" cursor look like? (use LockonCursor defined in system.ini)
	LockonInitialDist             = [integer]     ; how far does the enemy anti-air required to trigger this
	LockonFreq                    = [real number] ; smaller==longer pulse delay, larger==shorter pulse delay
	LockonAngleSpin               = [real number]  ;how fast to spin the lockon blinker 
	LockonBlinky                  = [Yes/No]      ; does it blinker?
Quote:
Originally Posted by beng View Post
"ShouldDrawPips" might be able to be used by Overlord and Transport contains. I saw it in Game.dat.

Do you know of a way to specify how many ammo per pip? I want to show ammo pips for an airplane gun with a 50 bullet clip but i don't want to show 50 pips. Can i somehow make it show 1 pip to 5 bullets?
Not really sure, i think it's really hardcoded.


Also:
Here's a more updated List for ZH, Any suggestions are still welcome.

_ModuleList.txt
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