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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 06-15-2004, 05:45 AM   #11 (permalink)
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Very nice.
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Old 06-15-2004, 06:51 AM   #12 (permalink)
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Quote:
Originally Posted by dj_racey_jc
Quote:
Originally Posted by ComradeJ
Good stuff, but I recall seeing the MLRS a long time ago...
I have seen it in a renegade level I downloaded quite a while ago some version of City Flying that might be where.
No, you are wrong. Unless I gave him that model as well... I know I gave him the Titan, and he altered it....

Quote:
Originally Posted by AAK625
Is Spartan still with you guys?
Yes, but because he was getting confused with another Spartan, he is now known as Soulhunter.
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Old 06-15-2004, 06:57 AM   #13 (permalink)
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Quote:
Originally Posted by Waspo
How many people have 5 or 8 radars around their base?
good point... i guess 1200 is okay for a one/two off building. GOOD JOB! i love it.
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Old 06-15-2004, 07:03 AM   #14 (permalink)
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Not to mention I plan to bring it down a bit.
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Old 06-15-2004, 07:45 AM   #15 (permalink)
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Now that you have tiberium that actually grows i'm curious if you will have weeds for nod to harvest for the chemical missile and another thing will the tiberium heal the cyborgs and reapers?

I have my tiberium patch where it heals the cyborgs and such and i put alot of work coding the effect to kill infantry and spawn mutants.
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Old 06-15-2004, 08:23 AM   #16 (permalink)
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Nice models
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Old 06-15-2004, 10:30 AM   #17 (permalink)
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Yep, we have working veins/veinhole/weed eater/tiberium waste facility/chemical missle. Its a bit buggy but we are confident this will be cleared up. As for Tiberium healing cyborgs and mutants and hurting regular infantry and mutating infantry, yep, thats pretty easy.

No shots of the veinhole right now, its only code right now, but I will get around to modeling and remodeling Tiberium life.
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Old 06-16-2004, 06:34 AM   #18 (permalink)
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I tried to answer this before but my connection got all funky for a day or so.... Yes, we have working veins/monster/weedeater/wastefacility/chemmissle.
Its all in code so we dont have screens to show yet.
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Old 06-17-2004, 01:58 AM   #19 (permalink)
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Are you going to try and match the visual and physical effects of each in ZH to how they were in Tib. Sun?

Nice models also.
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Old 06-17-2004, 07:13 AM   #20 (permalink)
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I am just trying to model units as accuratly as possible, Not really trying to match tiberian sun's looks, but I want to make it all better than Generals is.
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