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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 06-06-2004, 03:41 PM   #1 (permalink)
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Default Damage type questions...

For my mod, I need some spare damage types for some of the interesting things I want. But I have a few questions...

1. Do these (possibly unused) types have anything special about them: DEPLOY, SURRENDER, HACK, PENALTY, DISARM?

2. Do these (used) types have anything special about them: INFANTRY_MISSILE, AURORA_BOMB, LAND_MINE, JET_MISSILES, STEALTHJET_MISSILES, MOLOTOV_COCKTAIL, COMANCHE_VULCAN?

3. If a unit has armor with UNRESISTABLE 0%, can it still be killed by unresistable damage?

4. Where are WATER and FALLING used? They seem obvious, but I can't find specific references to them so I'm not sure if they are actually used.
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Old 06-06-2004, 06:46 PM   #2 (permalink)
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WATER type I believe is what is used when the dam breaks.
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Old 06-06-2004, 08:09 PM   #3 (permalink)
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Default Re: Damage type questions...

Quote:
Originally Posted by DJRowley
1. Do these (possibly unused) types have anything special about them: DEPLOY, SURRENDER, HACK, PENALTY, DISARM?
These are not all unused. A weapon that does the SURRENDER damage type will force the firing object to use its VoiceSubdue when fired. Its used in the game on the Rangers Flash Bangs. DEPLOY is used by the Troop Crawlers weapon to get its contents to attack the target. DISARM is used by Workers and Dozers to remove mines - an object with a weapon using this damage type will use its VoiceDisarm when it fires it. HACK and PENALTY are unused in the game.

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Originally Posted by DJRowley
2. Do these (used) types have anything special about them: INFANTRY_MISSILE, AURORA_BOMB, LAND_MINE, JET_MISSILES, STEALTHJET_MISSILES, MOLOTOV_COCKTAIL, COMANCHE_VULCAN?
No, but you shouldnt re-use them. Unique damage types were added to make the effects of a particular objects weapons unique to that object without affecting other objects and their damage types. This allows for making objects more resistant to attacks from certain objects than others.

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3. If a unit has armor with UNRESISTABLE 0%, can it still be killed by unresistable damage?
Technically yes, but you shouldnt use this as it causes problems. There shouldnt be a need to do so anyways - it would break a lot of WorldBuilders scripting - you can give an object ImmortalBody instead, but it must still be allowed to be removed from the game world.

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4. Where are WATER and FALLING used? They seem obvious, but I can't find specific references to them so I'm not sure if they are actually used.
WATER is used by water(!) and also for the 'raise level doing damage over time' script in WorldBuilder. FALLING is automatically used when a non-airborne object is falling to the ground (e.g an infantry unit without a parachute).
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Old 06-06-2004, 08:41 PM   #4 (permalink)
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DJ, what mod are you working on anyways? Sounds like a pretty cool one.

and Dee, any chance you'll come back to Imperial Assault?
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Old 06-07-2004, 02:38 AM   #5 (permalink)
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Default Re: Damage type questions...

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Originally Posted by DeeZire
Quote:
Originally Posted by DJRowley
2. Do these (used) types have anything special about them: INFANTRY_MISSILE, AURORA_BOMB, LAND_MINE, JET_MISSILES, STEALTHJET_MISSILES, MOLOTOV_COCKTAIL, COMANCHE_VULCAN?
No, but you shouldnt re-use them. Unique damage types were added to make the effects of a particular objects weapons unique to that object without affecting other objects and their damage types. This allows for making objects more resistant to attacks from certain objects than others.
Yeah, but I was going to remove the old weapons and replace them

So they are just normal damage types? Excellent

Thanks for the answers Dee, but maybe I should have looked in weapon.ini more carefully....
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