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Command and Conquer Editing
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Generals & Zero Hour Editing
» Exit coordinates
Generals & Zero Hour Editing
Discuss any modding related issues to do with Generals and Zero Hour here.
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06-28-2004, 01:12 PM
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Kelso
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Join Date: Jun 2003
Posts: 462
Exit coordinates
Is it possible to have certain units use specific exit points on a war factory? Such as tanks come out of one part of the structure and, i dunno, apc's come out of another part.
06-28-2004, 01:19 PM
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Mishkin
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Join Date: Oct 2003
Location: Nevada, USA
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I don't think so because they are all the "same".
You can use this for example to alter the rally point or where units appear when they come out of the WF.
Behavior = DefaultProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: 150.0 Y:-30.0 Z:0.0
NaturalRallyPoint = X: 150.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
But that's not what you're looking for.
06-28-2004, 05:10 PM
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Kelso
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Join Date: Jun 2003
Posts: 462
Yeah I knew about that module. I thought maybe it was possible by doing some hacky stuff with the way helicopters "exit" an airfield.
06-28-2004, 09:47 PM
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Vger
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Join Date: Feb 2003
Location: USA
Posts: 306
That is done thru a bone on the model I believe.
06-28-2004, 11:15 PM
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Kelso
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Join Date: Jun 2003
Posts: 462
I realize. My question was if you could use the same tactic for a specific unit rather than just helicopters.
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