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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 08-08-2004, 06:09 PM   #11 (permalink)
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Your Welcome. This is the essence of the editing community, helping others without cause
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Old 08-09-2004, 06:21 AM   #12 (permalink)
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Code:
GarrisonHitKillRequiredKindOf   = INFANTRY
GarrisonHitKillForbiddenKindOf  = NONE
GarrisonHitKillCount            = 1
This is part of the code for VojnikProj. Reducing the GarrisonHitKillCount below 1 means that none are killed (I was hoping for it to take 2 shots at 0.5 but it doesn't seem to work like that).

Similarly, changing the scatter radius results in it not killing garrisoned troops in a building, merely damaging the building.

Is there a way I could do the following in INI coding? (Written in pseudo code):

Code:
If RND(6) = 1 Then
GarrisonHitKillCount = 1
Else
GarrisonHitKillCount = 0
Basically, I either want the damage to units to be lower (so it takes more shots to kill), or the uni to miss (but scatter doesn't seem to work). Any ideas?
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Old 08-09-2004, 06:44 AM   #13 (permalink)
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To my knowledge, Generals ini's have no possible randomisation or logic equivalents, other than it either is this value, or it is/isn't going to happen.
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Old 08-09-2004, 06:47 AM   #14 (permalink)
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So is there no way of preventing one-hit-kills to infantry within a building, either by damaging as opposed to killing a unit or reducing the chance to hit? :\
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Old 08-09-2004, 07:13 AM   #15 (permalink)
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Quote:
Originally Posted by AntiSocialKindaGuy
So is there no way of preventing one-hit-kills to infantry within a building, either by damaging as opposed to killing a unit or reducing the chance to hit? :\
The only possible theory would be to either

a) Edit the damage values to be lower (but that has it's own problems)

or

b) In Armor.Ini change the damage type to be around 30 - 50%

It's all theory though
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Old 08-09-2004, 08:00 AM   #16 (permalink)
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But surely the line "GarrisonHitKillCount = 1" is unaffected by armour and damage values, and is just a straight kil? Anyway I'll change the armour value as an experiment.

As for the damage value, I'm not sure which you mean. If its PrimaryDamage, I don't think changing that will make a difference here :\
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Old 08-09-2004, 08:29 AM   #17 (permalink)
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Sorry. Was stating damage value in relation to something else...

I'll look into this for you but yeah.. I don't think there is much of a way around it apart from what we have found.
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Old 08-09-2004, 08:41 AM   #18 (permalink)
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Damn. Cheers anyway - if you find anything, please let me know
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