logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,537
Total Threads: 8,626
Posts: 94,205

Administrators:
DeeZire, Redemption

There are currently 107 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 08-07-2004, 05:48 PM   #1 (permalink)
Member
 
Join Date: May 2004
Location: Serbia
Posts: 59
Default DamagePercentToUnits = x%

Does the DamagePercentToUnits = x% command work in Generals as well as ZH? It's contained on the Firebase building in ZH under DESIGN, and would be useful for the idea whereby units are killed as opposed to the buildings by small arms fire. However, I can't get it to work in Gen; is it a command that exists in ZH, and if so where the hell is it so I can add it to Gen.
najzlijiji is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-07-2004, 06:40 PM   #2 (permalink)
Junior Member
 
Join Date: Apr 2003
Location: USA
Posts: 29
Default

That value only changes the damage taken when it's container is destroyed.
amdahlj is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-07-2004, 11:26 PM   #3 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default

No, it does have an effect similar to what najzlijiji wants it to do. And yes, you can use it in regular Generals. Look at the GLA Stinger Site for details
Ambershee is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-08-2004, 01:10 AM   #4 (permalink)
Junior Member
 
Join Date: Apr 2003
Location: USA
Posts: 29
Default

The stinger site people arent contained, they are slaved. The firebase people are contained.
amdahlj is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-08-2004, 03:41 AM   #5 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default

My mistake, although contained units within a Firebase are also slaved - the DamagePercentToUnits is not viable in regular Generals to my knowledge, but as contained units are still slaved, you can still use PropagateDamageTypesToSlavesWhenExisting and SwallowDamageTypesIfSlavesNotExisting to decide if unit can be picked off by certain weapon types.
Ambershee is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-08-2004, 04:51 AM   #6 (permalink)
Junior Member
 
Join Date: Apr 2003
Location: USA
Posts: 29
Default

So garrisoncontained units are treated as if slaved? You can redistribute damage like the stinger site? Wow...
amdahlj is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-08-2004, 05:52 AM   #7 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default

Which with a bit of work, could allow for snipers to pick off garrisoned units in buildings, mwahahaha.

A theory anyway, it may be that the DamagePercentToUnits is required for contained units to take damage, although I wouldn't think so.
Ambershee is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-08-2004, 05:53 AM   #8 (permalink)
Senior Member
 
Join Date: Jul 2004
Location: London, UK
Posts: 376
Send a message via MSN to AntiSocialKindaGuy
Default

I tried using PropagateDamageTypesToSlavesWhenExisting after naj told me that DamagePercentToUnits = x% wont work, prior to finding he posted it here, but that just seems to crash out the game D:!

One would assume, then, that there is more to it than just shotting those lines into Engineering. I have also noticed that the PropagateDamageTypesToSlavesWhenExisting line is commented out in the StingerSite, although removing the comments doesn't crash it like it does by adding it the the China Bunker ...

Oh, I also tried putting AllowAttackGarrisonedBldgs = Yes onto the RedGuardMachineGun (I found it was also on the flashbang, which kills infantry in buildigns) but that was no luck either :\
AntiSocialKindaGuy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-08-2004, 10:34 AM   #9 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Sydney, Australia
Posts: 202
Send a message via MSN to Wize
Default

DamagePercentToUnits = x% does exist in Generals, however the DamagePercent is only viable in "Contain Methods" and even so ATM I have only seen them on Garrison and Transport Contain Methods.

Now to Answer The Question:

What you are attempting to do is great and I have no trouble with it.. except that the way that garrisoned and slaved systems are killed isn't like you think. That's why the above method on the RedGuardMachineGun didn't work.

Also, you'll have a problem with adding it to the small arms category (hence why the Ranger was given the Flashbangs). In order to kill the Garrisoned and Slaved Systems you first must have a projectile of some sort (albeit any "hidden" one will do). The hidden method is how the Toxin Tractor and Dragon Tank are able to clear out Garrisoned Buildings.

In order to kill Garrisoned Buildings the following lines must be present in either AIMissileUpdate (Dragon/Toxin):
Code:
    GarrisonHitKillRequiredKindOf  = INFANTRY
    GarrisonHitKillForbiddenKindOf = NONE
    GarrisonHitKillCount                = 2
    GarrisonHitKillFX                     = FX_DragonFlameGarrisonBuildingHit
Or DumbProjectileBehavior (FlashBangs):
Code:
    GarrisonHitKillRequiredKindOf    = INFANTRY
    GarrisonHitKillForbiddenKindOf  = NONE
    GarrisonHitKillCount                 = 10  
    GarrisonHitKillFX                      = FX_FlashBangGarrisonBuildingHit
Please note I say AFAIK to the above because I have never actually found the need to find extra clearers and henceforth I'm not sure of any extra "tags" you might need.

Here you find the problem as the Quad and other Small Arms units don't actually use projectiles. However I noticed one thing in ZH that AFAIK isn't in Gen (It's what allows the Microwave Tank to clear out buildings). There is a new Damage Type: KILL_GARRISONED. But that would create problems in terms of targeting and what to use to kill what.

Hope it helps, drop me a line if you need any help with anything

~Wize/Skywaters
Wize is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-08-2004, 12:51 PM   #10 (permalink)
Senior Member
 
Join Date: Jul 2004
Location: London, UK
Posts: 376
Send a message via MSN to AntiSocialKindaGuy
Default

Thanks alot for the help

I've created a new object, VojnikProj, which can damage units as well as kill garrisoned units, which the Vojnik links to by using the flashbang object as a base, speeding it up considerably (it wont work if its set to instant, however) and making it move in a straight line. The result is a very fast flashbang that appears to be a rifle shot due to its speed.

I have taken it down to 1 kill per shot within a building - it would be useful if a fraction could be used, but this does not appear to work. Alternatively, if only a random numebr of shots actually killed somebody inside (this could, I suppose, be done with scatter?)

Anyway, will fiddle with some of the FX (such as hitting a building) later. Cheers again for the help
AntiSocialKindaGuy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 12:37 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.