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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 05-30-2004, 12:17 PM   #1 (permalink)
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Default Smoke Grenades...

i want to create smoke greneades for my tank...
how to realise this ?
and if a unit is in the smoke...
no other unit is able target it...
but i think this isnt possible, isnt it?
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Old 05-30-2004, 12:49 PM   #2 (permalink)
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You want a tank to fire this? Shouldnt you have an infantry throw this. But anyway my guess is that you would use flashbang logic, but somehow make the smoke last for a certain amount of time. As for the not being able to target perhaps just make it invunerable while it is in there?

Sorry I am trying to help, but I am not that much of a coder.
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Old 05-30-2004, 01:18 PM   #3 (permalink)
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Add a commandbuttem and an commandset that u give an sort of upgrade and you make an object creation with you smoke fx and when u press the button there will come a lot of smoke around the tank for few seconds
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Old 05-31-2004, 03:51 AM   #4 (permalink)
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a flashbang with the FX of the Beacon (you know, the player placable) or the Supplydropzone smoke FX.
then try to find something with the Line of Sight logic.
I'm not sure there is, but it wouldnt hurt to go find it
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Old 05-31-2004, 03:19 PM   #5 (permalink)
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I think the best thing would be this:

You have a butten on the Command Bar that costs a certain amount of money to use (say, $250). It spawns an invisible unit, which immediatly dies, spawning 5 other invisible units (using an OCL). These units spread out like the Rangers do when a US building is destroyed. Each one of these smoke "grenades" will have a thick smoke FX, and the code from the Chinese ECM tank, allowing the smoke to deflect missiles! We're going to be using this idea for Iraq's main tank, the Ackbar, but I thought I'd share it. We haven't tried it out yet, but if one of you does, please tell me if it works!

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Old 05-31-2004, 05:56 PM   #6 (permalink)
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cteen1 - that sound better, I was going to suggest adding stealt, but this sounds actuall ... cool
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Old 06-01-2004, 02:52 PM   #7 (permalink)
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heh, thanks! Anyone tried it yet?
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Old 06-01-2004, 03:40 PM   #8 (permalink)
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yup...
your idea works fine...
i used minlifetime = 10000 and used an ocl für creating them...
i coded it that it can be only fired for three times...
now i only new an nice looking particlesystem...
i am not the best in creating them so plz help...
should i used an modified original one?
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Old 06-01-2004, 04:23 PM   #9 (permalink)
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Use the viral outbreak OCL, but not green smoke. It really makes a nice fog effect.

- Colton
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Old 06-01-2004, 05:39 PM   #10 (permalink)
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Keep in mind, I haven't tested this:

ParticleSystem SmokeGrenadeSmokeCloud
Priority = CRITICAL
IsOneShot = No
Shader = ALPHA
Type = PARTICLE
ParticleName = EXCloud01.tga
AngleZ = 0.00 0.50
AngularRateZ = -0.01 0.01
AngularDamping = 0.99 0.99
VelocityDamping = 0.98 0.99
Gravity = 0.00
Lifetime = 200.00 200.00
SystemLifetime = 400
Size = 5.00 15.00
StartSizeRate = 0.00 0.00
SizeRate = 1.00 5.00
SizeRateDamping = 0.95 0.95
Alpha1 = 0.00 0.00 0
Alpha2 = 0.50 0.50 20
Alpha3 = 0.00 0.00 200
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:128 G:128 B:128 0
Color2 = R:0 G:0 B:0 0
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 5.00 5.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.02
VelocityType = OUTWARD
VelOutward = 1.00 2.00
VelOutwardOther = 0.25 0.50
VolumeType = CYLINDER
VolCylinderRadius = 30.00
VolCylinderLength = 5.00
IsHollow = No
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End

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