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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 08-04-2004, 05:48 PM   #1 (permalink)
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Default Open Source of Generals & ZH ????

hey,

I'm really annoyed of these unlogic program intern codes. These KindOf definitions in the object inis are not enough. I need more.
My question is, if u see any chance of teaching the program more templates. for example a new KindOf "NO_LASERABLE_PROJECTILE" would help me. or a new condition state for objects "ANIMATION_BEFORE_FIRINGA" which plays an animation before the wepon can be launched would help me much...

Do you see any chance?
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Old 08-04-2004, 05:51 PM   #2 (permalink)
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Your post is really confusing to read...but from what I understand you are asking if we can code in new kindof's and condition states. The answer is no.
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Old 08-04-2004, 05:59 PM   #3 (permalink)
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yes, that was my question. sorry, my english is not the best...
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Old 08-04-2004, 06:51 PM   #4 (permalink)
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By editing the dat files, it may well be possible, but it's risky. I have heard of people enabling old kindofs that were not previously useable in Generals for this precise reason.

Don't ask me how to do it mind, I've not tried myself.
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Old 08-04-2004, 10:01 PM   #5 (permalink)
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Yea I believe you can enable a couple kindofs that were commented out, but you cannot add new ones.
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Old 08-04-2004, 11:10 PM   #6 (permalink)
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the prefiring animation is possible. Just use the whole animation, and in the weapon sections there is a property called pre-attack delay.

Set that delay to the lenght of the pre-attack animation, and voila. For more info, look at colonel burton's knife stab attack.
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Old 08-05-2004, 09:37 AM   #7 (permalink)
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What's that got to do with kindofs?
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Old 08-05-2004, 12:20 PM   #8 (permalink)
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He also asked about adding new ConditionStates.

As for NO_LASERABLE_PROJECTILE, what would you need that for? Look at tank shells, they aren't laserable projectiles. I think it has something to do with giving a missle the KindOf = PROJECTILE SMALL_MISSILE instead of just KindOf = PROJECTILE like the tank shells have. Although I did try and get tank shells to be jammed by the ECM Tank without success, but I think I was missing something.
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Old 08-05-2004, 07:21 PM   #9 (permalink)
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Quote:
He also asked about adding new ConditionStates.
Noted, my mistake :P

Changing the properties to match a tank shell would also render the object immune to damage, which is probably fine if you want a non-laserable missle.
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