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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 07-13-2004, 02:41 AM   #11 (permalink)
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no. there wouldnt be two. you lower the hitpoints so that vertion one and two would have the total hitpoints of the original unedited unit. so in effect, you have a unit that becomes imoble when damaged enough. wait... did i realy just actualy have to explain that....
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Old 07-13-2004, 03:30 AM   #12 (permalink)
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oh ok retard.
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Old 07-13-2004, 05:09 AM   #13 (permalink)
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Quote:
Originally Posted by Fritz
Historically, tanks' worst enemies in the open have been anti-tank guns and aircraft (and other tanks of course). If in streetfighting or forest or something, then infantry.
Everyone knows that the tank's worst of worst enemy is the attack helicopter. (except in Desert Combat, where helis are becoming a tank's fav target! hehe!! )
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Old 07-13-2004, 06:40 AM   #14 (permalink)
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cheap way to disable a multi-million dollar tank --> turn a large artillery shell into a mine.Even an abrams doesnt like one of those shot point blank into its belly.

I was under the impression that any kind of infantry missile system capable of defeating modern tank armour is very cumbersome and requires a crew to transport and operate, but Im no expert...
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Old 07-13-2004, 06:28 PM   #15 (permalink)
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matters where u hit the tank
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Old 07-13-2004, 10:02 PM   #16 (permalink)
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Quote:
historicly, tanks worst enemys have always been the guy who gets close enough to toss a grenade in the treads...
The best way to do this would be to create a new weapon with one of the unused deathtypes(EXTRA_2, EXTRA_3 etc.) and an unused damage type (HACK)

Then make the HACK damage type do a lot of damage to the tank... and make the immoble tank created only with the EXTRA_2 damage type
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Old 07-14-2004, 03:15 AM   #17 (permalink)
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Quote:
Originally Posted by kurairyu
no. there wouldnt be two. you lower the hitpoints so that vertion one and two would have the total hitpoints of the original unedited unit. so in effect, you have a unit that becomes imoble when damaged enough. wait... did i realy just actualy have to explain that....
Easiest way to simulate an immobile tank is to set damaged state locomotor to zero. You can have a mechanic/recovery unit come fix it to get it mobile again.
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Old 07-14-2004, 03:55 AM   #18 (permalink)
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I find that tanks are very good for sieging and taking enemy teritory but they are not as good at defending the teritory as infantry are. Probably because it is easier to entrench infantry than it is to entrench tanks. Also tanks are more easier to flank than infantry are. Infantry are also invaliable to urban combat. Infantry also are cheaper and easier to field and maintain than tanks are. There is a section in a book called Death Ground: Today's American Infantry in Battle written by Army Colonel Daniel P. Bolger that explains infantry's role with tanks in the armored cav.
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Old 07-14-2004, 09:23 AM   #19 (permalink)
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^ - maybe so - but ZH doesn't have alot to play with in order to simulate alot of advanced combat rules. But you are right ofcourse.

...question is rather: how to create it in this game
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Old 07-26-2004, 08:33 PM   #20 (permalink)
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Quote:
Originally Posted by oobootsy1
matters where u hit the tank
true say, but a kornet-E missile, sovet made to take out havey armoured NATO-tanks, inother words the invincable M1A2 abrams, no RPG-7 will not put a scratch on it, not even a US javalin, but all the US anti-tank and NATO anti-tank have been desienged to take out an sovet tank, where they have poor armour and speed, but the Kornet-E will kill even US or NATO advanced tank in a single hit and take out the whole ckew leaving only melft shards as wreckage. type in google, "konet-e abcnews" if u dont belive me!
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