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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-03-2004, 01:37 AM
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#1 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Nevada, USA
Posts: 933
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Real Mines
Hey everybody!
Well, I'm back to trying to make the original RA mines work.
Right now I have it a way that sort of works, only there is this big problem. :lol: When I tell the unit to create the mine (this is accomplished by clicking a deploy button in the units commandset), the unit deploys it and KEEPS on doing it until you move it away. Just keeps creating and creating the mines.  :cry: Is there any way to stop this?
To make the mines work, I am using a weapon that uses FireOCL.
I think the constant deploying thing has something to do with the button that creats the mines...
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07-03-2004, 01:52 AM
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#2 (permalink)
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Junior Member
Join Date: Apr 2003
Location: USA
Posts: 29
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WeaponOCLs seem like an overly complicated way of doing it, and this is probably the problem. When something is orded to to attack, it keeps on attacking until the target is dead. When you force attack the ground, it will keep on firing indefinitely. Instead of using it as a weapon, try to make it as a specialpower. Specialpower OCLs have been much easier for me to use than weaponOCLs anyway. Hope this helps...
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07-03-2004, 06:36 AM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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That was another method, but the problem is that we want to somehow limit the amount of mines you can deploy. After that you need to reload. So unless there is some other way, we need to do it by limiting the ammo on the mine layer.
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07-03-2004, 06:37 AM
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#4 (permalink)
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Junior Member
Join Date: Jun 2004
Posts: 10
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or add this to your commandbutton
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07-03-2004, 08:17 AM
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#5 (permalink)
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Senior Member
Join Date: May 2003
Posts: 469
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IMHO, the RA way of mine laying sucked. It made no sense that you would have to reload like that... I mean, tanks don't ever have to reload....
If I were in charge of the RA1 mod, I would have it be able to build a small mine feild, like the bunker upgrade, you pay 200$ and it lays that small mine feild, then you move it and do it again.
Remember, just because it worked that way in RA1, does NOT mean you have to limit yourself to that. If you want to recreate RA1, then why don't people just play RA1? You have better technology than RA1 had, so why do you want to dumb it down? You can make RA1 better through this mod.
Just something to think about.
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07-03-2004, 08:39 AM
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#6 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Reloading for each 5 mines sucks, but paying for the mines is even worse. Perhaps we can do it by auto-reloading the mine layer every minute or 2, so that you still need more layers if you need a mine field in a hurry. And the reason we're making this mod is not only to make use of ZH's new stuff, but also a challenge for ourselves, and having a good time of course. And besides, ZH's models look a lot better than RA's sprites, right? 
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07-03-2004, 03:25 PM
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#7 (permalink)
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Senior Member
Join Date: May 2004
Posts: 144
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You should probably look at how the napalm/nuke bomb for the helix is set up. It has a recharge moment after every fire.
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07-03-2004, 06:31 PM
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#8 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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That works with SpecialPowers, and specialpowers in this case have the disadvantage that you can't limit how many times in succession you can use it.
But I thought of something else, which would work quite well in this case. And it's really simple: transport logic! The mines are contained within the Mine Layer like passengers, but the Mine Layer's CommandSet only has 1 exit button. So to deploy a mine, what you're really doing is unloading a single passenger. That passenger (the mine) will then be dumped on the ground and acts as a normal mine from then on. Reloading in this case is also simple, by triggering an OCL on the Mine Layer. You could reload them one by one, or all at the same time, by setting the amount of objects the OCL creates.
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07-03-2004, 07:00 PM
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#9 (permalink)
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Senior Member
Join Date: May 2004
Posts: 144
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I always figured it would be better to have a long reload time than to have to "manually" reload.
Imagine what a pain it would be to have to relaod scud launchers, commanches, rocket buggies, tomahawk missle launchers etc. 
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07-03-2004, 09:50 PM
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#10 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Nevada, USA
Posts: 933
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I realize this has probably been posted already, but I tried searching the forums, but got nothing I wanted.
How do you make it so that you can reload vehicles at the war factory for example using the airfield logic.
These are the lines that u need am I correct?
Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 10
NumRows = 2
NumCols = 2
HasRunways = Yes
ApproachHeight = 50
End
thats for airfield, what do you need to change or add to make it for WF for example?
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