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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 06-29-2004, 06:06 PM   #1 (permalink)
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Default hideing....

anyone know if this is doable? infantry unit, click hide, unit goes steath for a specified amount of time. during which, cant move or fire....
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Old 06-29-2004, 06:14 PM   #2 (permalink)
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I would think that would include a stealth upgrade like camo netting uses, and a locomotor upgrade that doesn't allow it to move at all. I don't now how to make it timed though.

(EDIT) Nice idea by the way...may I use it when we figure out to make it work?
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Old 06-29-2004, 06:42 PM   #3 (permalink)
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go right ahead, heh.
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Old 06-30-2004, 01:13 PM   #4 (permalink)
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Well, it would need to deploy rather than have a locomotor change. Then it would need to have a stealth upgrade when it deploys, which is removed when it undeploys. The same is said of a weaponset upgrade. Take a look at the Nuke Cannon as an example
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Old 06-30-2004, 01:51 PM   #5 (permalink)
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There should be a way to deploy a unit with a key, or with a commandbutton. There is a DEPLOY command in CommandMap.ini, but it's commented out and I don't know if it works. It's worth a try at least. And you could get the unit to auto-deploy by firing a weapon. Give the unit a TERTIARY weapon with "AutoChooseSources = TERTIARY NONE". Then remove the unit's standard AIUpdate and give the unit this:

Code:
Behavior = DeployStyleAIUpdate ModuleTag_04
  Turret
    TurretTurnRate        = 0
    ControlledWeaponSlots = TERTIARY
    InitiallyDisabled     = Yes
  End
  AutoAcquireEnemiesWhenIdle = No ;whatever you had here for the other AIUpdate
  PackTime = 3333
  UnpackTime = 3333
  TurretsFunctionOnlyWhenDeployed = Yes
  TurretsMustCenterBeforePacking = Yes
  ManualDeployAnimations = Yes
End
If I'm not mistaken this will get the unit to deploy only if it needs to use its turret. That turret is only attached to the TERTIARY slot, which is never used, so it should work fine when it's mobile. But by making it fire its TERTIARY weapon (which is just a dummy), it will stop and deploy to fire.
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Old 06-30-2004, 11:27 PM   #6 (permalink)
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Didn't mastermind post something about a new module on our forums at previously Origin Immo? Crap, I forgot the name, but using this module you can make the unit behave differently without having to use upgrades or something of that sort.

Maybe tha could help you.
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Old 07-01-2004, 12:33 AM   #7 (permalink)
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I still think just making a new locomotor that has a 0 movement rate would be much easier. Combined with a weaponset upgrade you could just switch off the upgrade rigt?
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Old 07-01-2004, 07:52 AM   #8 (permalink)
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No you can't do that. Locomotor upgrades are one-way. Once done you can't undo them.
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Old 07-01-2004, 11:11 AM   #9 (permalink)
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What about the all famous ReplaceObject. Just keeping the veterency and health is something I don't know.
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Old 07-01-2004, 11:47 AM   #10 (permalink)
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@ImmoMan u can redo this if u spawn an OCL Object that must be like this:
Code:
Object Reichweite

  ; *** ENGINEERING Parameters ***
  KindOf = NO_COLLIDE VEHICLE DRONE 

  Body = ActiveBody ModuleTag_03
    MaxHealth = 1.0
    InitialHealth = 1.0
  End

  Behavior = AIUpdateInterface ModuleTag_04
    ;nothing
  End

  Locomotor = SET_NORMAL BattleDroneLocomotor

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 50.0
    KillWhenRestingOnGround = Yes
    AllowBouncing = No
  End

  Behavior = UpgradeDie ModuleTag_12
    ;This frees the object based upgrade for the producer object.
    DeathTypes = ALL
    UpgradeToRemove = Upgrade_ReichweitenUpgs ModuleTag_80
  End

  Behavior = LifetimeUpdate ModuleTag_20
    MinLifetime = 1 ; min lifetime in msec
    MaxLifetime = 2 ; max lifetime in msec
  End

End
And now u can upgrade another time to change the locomotor all time u wish (if u wish i can post all other necessary things)
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