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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 04-08-2003, 09:38 PM   #191 (permalink)
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Quote:
Direct from Colonel Burton's code


Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantRemoteCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = RemoteC4Charge
MaxSpecialObjects = 8
SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization.
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
PackTime = 0
SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges.
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = Yes
PreTriggerUnstealthTime = 5000 ; in milliseconds
End
See that "LoseStealthOnTrigger ? It "disables" the Stealth Ability when planting the C4

The rest of the steahlth abilities are handeled in the steahlth module in the fractionunit.ini
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Old 04-09-2003, 11:58 PM   #192 (permalink)
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Im actually making an Airforce Commander for the USA who can place a beacon that targets an area and calls in an airstrike of 5 Tomcats. I am making it so the beacon will become a unit on its own, and if the deployed beacon is destroyed, the airstrike is called off.
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Old 04-10-2003, 12:30 AM   #193 (permalink)
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iam doing nearly the same thing for my seal unit atm.
as far i have adjusted the napalm stike which i used as my starting template.
iam still having some probs with the creation of the stealthfighter that is supposed to attack the desired target. as far i have only put the stealth fighter skin upon the mig model which not only looks crappy but also has not the stealth affect.
tomorrow i will test a bit with this line of sight problem and maybe with a nice laserpointer effect.

but i cant promise too much cause i started modding only two day ago and have never modded anything for c&c before.
when its done i will post the code if wanted.
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Old 04-10-2003, 12:50 AM   #194 (permalink)
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if u want the unit to be stealthed just giv it a stealth behavior set
yd u put the SF skin on the MiG? that was dumb
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Old 04-10-2003, 01:08 AM   #195 (permalink)
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well i wouldnt call it dumb but just lazy
u see as i said its my second day of modding ever and i got some serious probs so i figured out it would be the best to make things as save as possible.
i never said that its finished. i will continue to modify it until i think it fits.

anyway telling people they do dumb things cause they are not quite familiar with something quite complex that is what i call dumb my friend
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Old 04-10-2003, 01:12 AM   #196 (permalink)
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Yeah, If you want to put the layout of the Stealth Fighter on the MIG, why not open up the mig dds and stealth fighter dds in Textures.big and cut and paste bits of the stealth fighter skin to the mig skin?
Then just save the new MiG DDS in Art/Textures.
Alternatively, you could go into renX and play with the vertices a bit and create an entirely new UV Layout for it, which would look MUCH better. Planes are paper thin anyways so it wouldn't take too long
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Old 04-10-2003, 01:13 AM   #197 (permalink)
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Yeah, you were once a n00b!
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Old 04-10-2003, 01:17 AM   #198 (permalink)
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Good point henford we are all noobs in the beginning at least hes trying to figure out things for himself
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Old 04-10-2003, 01:20 AM   #199 (permalink)
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i will just take the "normal" stealthfigher model that ships with the game and create the unit around it. the mig unit used for the napalmstrike superweapon is just some sort of cut down chinamig. i will do the same with the stealthfighter unit.
but first i want the new superweapon function correctly then i will take care of the fx and the looks.

but thx for the tip.
btw. today i learned that someone i know is very good in 3d modelling. he will help me with this stuff and hopefully create some new units from the scratch for me.
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Old 04-10-2003, 02:16 AM   #200 (permalink)
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oh, thats great guys,

if you got your "beacon" running, plz post some code so everyone can have a look.

MAC
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