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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Generals abilities without a command center?

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

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Old 08-11-2004, 02:22 PM   #1 (permalink)
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Default Generals abilities without a command center?

'Lo

This is kinda integral to my mod, but I need to know if it's possible to have Generals Abilities without having a command center on the map... for that faction

As I've stated in past posts, one of the factions, the LC, uses the "sneak attack" method of placing buildings

Of course, if they needed a building to place buildings in the first place, it would kinda defeat the purpose of having this construction method in the first place

...But if you have to have them, could I apply them to a unit instead? That would be more "in-line" with the faction, as in the original game they only started off with a radar unit

Regards
-W3bbo
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Old 08-11-2004, 02:26 PM   #2 (permalink)
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You should be able to give it to a unit if you want.

You could also have an invisible, nonbase, etc. dummy unit that holds all your special powers. Just make it so that its a starting unit.
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Old 08-11-2004, 02:57 PM   #3 (permalink)
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But how would that faction be defeated if there's a building/unit that can't be detected, let alone destroyed?
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Old 08-11-2004, 03:24 PM   #4 (permalink)
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You shouldn't make the invisible unit count for player victories. The player needs to start with a building otherwise he can't even start the game without losing. So the invisible object is just an extra thing. And besides, how are you going to build anything at all if you have no buildings and therefore nothing that can see into the shroud?
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Old 08-11-2004, 03:27 PM   #5 (permalink)
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As I said....

The LC Faction starts with a "radar" unit with a large sight range

They place buildings via the interface itself, without requring to select anything in the first place, much in a very similar fashion to placing buildings in the original C&C games, only without a Construction Yard being required, and with no "distance limit"
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Old 08-11-2004, 03:33 PM   #6 (permalink)
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Once problem there. The StartingBuilding for a faction MUST have the STRUCTURE and MP_COUNT_FOR_VICTORY KindOfs. Anything else will cause the player to lose when he starts the game. So having a player start with a vehicle is impossible.
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Old 08-11-2004, 03:59 PM   #7 (permalink)
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Wait

Suppose it starts with an invisible command center

the faction places a normal building, and as soon as a building is placed, the "command center" dies and onDieCreateObject's a "nobase" building?
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Old 08-12-2004, 03:26 PM   #8 (permalink)
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You could also edit the scripted victory conditions, and change it so the player doesn't need a building to survive. It would make it possible, and would be more interesting, as you would need to hunt down all enemy units to win.
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Old 08-13-2004, 03:56 AM   #9 (permalink)
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Where are the victory conditions set?

I was actually looking for away to override that anyway, the default settings take away the thrill of the chase

There's something satisfying about hunting down each rebel/ranger/red guard to the last man
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Old 08-13-2004, 04:58 AM   #10 (permalink)
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As far as I know, the victory conditions are governed by the MP_COUNTFORVICTORY (or something similar) KindOf in each object.
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