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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 02-27-2003, 11:33 AM   #11 (permalink)
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they're in the INI.big. u need a BIG viewer to open them.
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Old 02-27-2003, 11:42 AM   #12 (permalink)
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http://xccu.sourceforge.net/
 
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Old 02-27-2003, 11:49 AM   #13 (permalink)
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great thx.

now i can go on with my modells,
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Old 04-02-2003, 02:35 PM   #14 (permalink)
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How can I make a helicopter a transport helicopter and have 5 slots like the humvees have. I can create the heli able to carry a passenger where you select infantry then click on the heli but the heli wont land for the troops like the chinook. How do I get the heli to land like the chinook does?
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Old 04-02-2003, 03:01 PM   #15 (permalink)
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Quote:
Originally Posted by warlord
How can I make a helicopter a transport helicopter and have 5 slots like the humvees have. I can create the heli able to carry a passenger where you select infantry then click on the heli but the heli wont land for the troops like the chinook. How do I get the heli to land like the chinook does?
Hint: behaviors and locomotors are used to get a Chinook to do stuff like that (to my knowledge that is...haven't exposed the Chinook to that much research...yet...)...
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Old 04-03-2003, 04:16 AM   #16 (permalink)
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Quote:
Originally Posted by Phoib
Currently, nobody really understands the way the code is made, save DZ, RV and Flyby. (Flyby gave everyone a perfect hint though!)
Not sure why you add me to that list, Phoib ?? :tard:

I certainly don't have the amount of knowledge DZ or RV (or several other ppl) have. Especially as they have a 10 to 12 month learning advantage, as they were alpha/beta testers.
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Old 04-03-2003, 06:00 AM   #17 (permalink)
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You gave me the answer to the code thanks to your comparrison between the code and lego blocks, a while ago.

I think it's THE perfect way to see object-orientated programming, and since the Generals ini's are object orientated
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