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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 06-03-2004, 01:18 PM   #1 (permalink)
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Default Brides - Destroyable and Repairable?

Of the many ideas I've come across for Call to Arms, most are deemed impossible due to the limits of the Generals engine. However, several of these seemingly impossible ideas have been done.

So, without jumping straight to conclusions and shading this with the "can't do" marker, please take a look at the code first. I, myself, cannot code and am totally retarded when it comes to computers. I am just the PR guy for this mod.

Can bridges be destroyed and repaired like in TS and RA2?
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Old 06-03-2004, 01:32 PM   #2 (permalink)
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The fact that, that feature was left out annoys me.
Statergys and Tactics have fallen due to the matter of inderstructeble bridges. (Damn EA )
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Old 06-03-2004, 01:32 PM   #3 (permalink)
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Allowing them to be damaged and destroyed is very easy. It depends how you want to implement your mechanism for repair however.

Originally workers and dozers repaired the 'towers' next to each bridge (the ones that you see in World Builder). The game is no longer coded to display the towers, so using those as a repair mechanism is out.

Youd have to get bridges classed as structures but that will limit all bridges to a fixed size and length which means redoing any maps with them on.
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Old 06-03-2004, 01:43 PM   #4 (permalink)
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So.... This means you can't have anymore long or short bridges, just one single size?
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Old 06-03-2004, 04:56 PM   #5 (permalink)
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No, it means you'd need to treat the bridges much like structures in the map editor..meaning you can't change its width or length at all there. If you wanted you could make 100 different bridges all of different sizes and such...you arn't just limited to 1 bridge then. (or at least thats my take on it)
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Old 06-03-2004, 05:06 PM   #6 (permalink)
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^ What Smurf said.

The feature was removed because, without any air units, GLA could be severely disadvantaged on most maps that have bridges. Thats balanced a little in ZH because they have the Sneak Attack, but its no sub for air power.
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Old 06-03-2004, 05:33 PM   #7 (permalink)
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But if you just want them to be destroyable, not repairable, do you still have to make all bridges a fixed size?
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Old 06-03-2004, 06:20 PM   #8 (permalink)
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Nope, the bridges are 'damageable' in ProGen (I disabled the 'destroyable' bit). All they actually need is the ImmortalBody changing to StructureBody.
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Old 06-03-2004, 08:16 PM   #9 (permalink)
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I like the sound of this! Deezire, what exactly happens when they are destroyed? To they have a damaged model or any FXs?
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Old 06-04-2004, 06:50 AM   #10 (permalink)
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If you have Zero Hour then you will have the damaged and destroyed models for the bridges but you have to edit Roads.INI to make them point to the correct models.

I may do a tut on this soon.
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