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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 07-04-2004, 02:25 AM   #11 (permalink)
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Search for a very old thread named "Tanks N' Ammo". FS_Factory kindof is the key.
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Old 07-04-2004, 03:34 PM   #12 (permalink)
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OK, I looked at it (every page). It still doesnt work thou.

Here is my structure that this unit needs to come into to reload

KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY REPAIR_PAD CAPTURABLE FS_FACTORY

Here is the unit's kind of that needs to reload at the above mentioned structure KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE

I have RETURN_TO_BASE in the weapons.

What am I missing?!
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Old 07-05-2004, 02:20 PM   #13 (permalink)
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WOW, this is the first time I have to say this ever, but...

BUMP
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Old 07-11-2004, 11:42 PM   #14 (permalink)
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Can somebody PLEASE help me here. It's kind of important to get this mine thing to work for me right now. I added the lines FS_FACTORY to my reload structure, but the unit still can't go inside and reload...
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Old 07-12-2004, 05:42 PM   #15 (permalink)
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It is probably mentioned, but I didn't read the entire thread...

The chinese have the minefield thing, delivered with artillery or whatever ... look at that.
Then you have the GLA barrels - that blows up. - look at that

You just have to limit the exploding radius (avoid having the entire minefield blow up at once). Mines are fireing upwards you know - not to the side.

The most anoying part of constructing minefields, it takes time to build and maintain them. find a way to construct and maintain minefields in an easy way without to much micro managment ... and there you go
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Old 07-12-2004, 06:00 PM   #16 (permalink)
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well the mines are not realy much of a problem the problem is that he does not know how to make it reload at a building after it placed all the mines :/
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