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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 05-18-2004, 04:24 PM   #11 (permalink)
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o i mean 56 k... but ...
back to the topic!

whats the code?
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Old 05-18-2004, 05:31 PM   #12 (permalink)
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ähem....julle how do you want to do now? Which procedur will you choose?
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Old 05-18-2004, 07:30 PM   #13 (permalink)
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Julle,
the cab code is already present in the game.
Just look for the TankerTruck object.
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Old 05-19-2004, 05:05 AM   #14 (permalink)
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Quote:
Originally Posted by BUGGY_MASTER
Thank you guys, but we solved the problem otherwise.
Care to tell us how? Im interested now
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Old 05-19-2004, 10:17 AM   #15 (permalink)
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i just thougt about our problem of the trailer...

would this work?
i use the w3dtruckdraw for my unit which can pull it.
give the model the a trailer and a trailerbone
then write the cabbonename in the ini file
then i must use the unit as an transporter...
with only one slot...
and with this only slot can be only transported the hovitzer cannon...
then there must be an conditionstate which is only activated when the unit carries units...
i write in it showsubobject = the trailer bone ( the hovitzer)
and in conditionstate = none i would write hidesubobject = the trailer bone( the hovitzer)

plz tell me if this work for our mod...
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Old 05-19-2004, 02:19 PM   #16 (permalink)
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If you have a specific 'puller' tank or unit could you use a special ability that is usable only on howitzers that removes the puller and howtizer and replaces them with a single unit with the model for howitzer and puller.
Then an ability on this new unit that removes the new unit and creates a seperate howitzer and puller unit.
Howitzer's on their own sound like buildings...or maybe just units with no speed.
The combined unit can then use the howitzers attack without too much extra work (just set the howtizer weapon to the unit)
I'm quite new to editing but could this idea work?
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Old 05-19-2004, 04:27 PM   #17 (permalink)
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yes your idea would work with ocls.
but then if the unit is damaged the damage will not have the seperate hovitzer. in my idea there is the unit "in" the puller and the damage is saved for the next deploying of the unit. and i dont want that the hovitzer can shot if it is "in" or it will be tranported by the puller

but i want to know if my idea works!
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Old 05-21-2004, 08:29 AM   #18 (permalink)
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is there an "TRANSPORT" conditionstate out there? i mean that the unit carry units like the hovercraft...
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Old 05-21-2004, 08:43 AM   #19 (permalink)
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I would be interested to see if this works. I made a permanently towed artillery unit model for fun but never got round to putting it in-game. From other units though, I think there would be a problem with the rotation of the turret. Generals seems to calculate turret rotation angles from the base position, not from the actual location of the gun. This meant that when I had a turreted machine gun on top of a turreted tank gun, the machine gun would rotate too far as it's rotate bone would be pre-rotated. If that makes sense....

I woudl think the same thing would happen to the towed trailer. As the trailer would already be rotated, the turret would rotate too far... But I may be wrong...
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Old 05-21-2004, 03:13 PM   #20 (permalink)
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i think i solved the problem...
but the unit cannot shot from the packed stade when its on the back of the "puller" unit... if you click on a button the pak will be spawn deployed an ready to fire... and the pak can be towed by an specific puller unit!
and i think that an artillery shouldnt able to fire when its on the back of the puller. thats unreal!
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