logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,213

Administrators:
DeeZire, Redemption

There are currently 36 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 06-05-2004, 09:42 PM   #1 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 181
Default Calling in a ship OCL

Well heres another problem i'm trying to solve.

When my recon unit calls in for the destroyer the OCL creates the destroyer at the edge of the map closest to the recon unit but the destroyer is created over the land and not the water so it explodes.

I can't for the life of me remember the line of code telling the OCL to create the ship over water. I believe either ImmoMan or Mithril knows what i'm talking about.
Capt_Pickles is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-06-2004, 12:45 AM   #2 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: USA
Posts: 125
Send a message via ICQ to AAK625 Send a message via MSN to AAK625
Default

How'd you get the recon unit to call in for a destroyer?
AAK625 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-06-2004, 03:32 PM   #3 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default

i would assume he used a command button to activate an OCL that creates or calls in the new object.
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-06-2004, 04:37 PM   #4 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: USA
Posts: 125
Send a message via ICQ to AAK625 Send a message via MSN to AAK625
Default

Ah, I see.
AAK625 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-07-2004, 03:27 AM   #5 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: UK
Posts: 704
Send a message via MSN to Mithril
Default

Hmm thats a bit tricky. It shouldn't explode but instead move to the nearest water patch if you give it the WATER and GROUND surface types in its locomotor..
Mithril is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-07-2004, 04:27 AM   #6 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: UK
Posts: 676
Send a message via MSN to DJRowley
Default

You could give it a massive percentage to the FALLING damage type in its armor:

FALLING 100000% should do it
DJRowley is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-07-2004, 07:01 AM   #7 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

How does that stop the unit from exploding because it appears on land? In fact, I'd like to know how it explodes in the first place! 'Cause in this other "naval" mod someone mentioned at sleipnirstuff, the ships don't explode when they appear on land. Could it have something to do with the surfaces in the locomotor, like Mithril said? If we figure this out, it will be very interesting for all the naval mods out there (including our own).

Anyway, what you're thinking of is probably this:
Code:
Behavior           = OCLSpecialPower ModuleTag_21
  SpecialPowerTemplate = SpecialPowerSpyDrone
  OCL                  = SUPERWEAPON_SpyDrone
  CreateLocation       = CREATE_ABOVE_LOCATION
End
But that's only for special powers so I don't think this is very useful.
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Artillery Calling AntiSocialKindaGuy Generals & Zero Hour Editing 2 03-14-2006 05:39 PM
Calling All Skinners and/or Animators AAK625 Generals & Zero Hour Editing 32 01-05-2004 04:10 PM
Work in progress - Matrix ship Adamantium2003 Generals & Zero Hour Editing 48 06-07-2003 01:29 PM
New Building: A Ship Yard warlord Generals & Zero Hour Editing 32 06-06-2003 07:44 PM
BETA of Cruise missile battle ship Nuker Generals & Zero Hour Editing 0 03-30-2003 08:04 PM


All times are GMT -4. The time now is 07:07 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.