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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-04-2004, 05:48 PM
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#1 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Germany
Posts: 363
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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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08-04-2004, 05:51 PM
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#2 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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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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08-04-2004, 05:59 PM
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#3 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Germany
Posts: 363
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yes, that was my question. sorry, my english is not the best... 
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08-04-2004, 06:51 PM
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#4 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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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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08-04-2004, 10:01 PM
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#5 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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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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08-04-2004, 11:10 PM
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#6 (permalink)
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Senior Member
Join Date: Mar 2003
Location: USA
Posts: 452
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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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08-05-2004, 09:37 AM
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#7 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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What's that got to do with kindofs?
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08-05-2004, 12:20 PM
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#8 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 462
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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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08-05-2004, 07:21 PM
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#9 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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Quote:
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He also asked about adding new ConditionStates.
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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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