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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 08-25-2004, 11:40 AM   #1 (permalink)
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Default WALLS

hi guys, im lookin for a code for a wall, ive hit the search button, but i get people talkin bout them and theres no code for me to work with. Could someone display the code... alot of peps i know want to have walls ingame, could someone write a tutorial...?
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Old 08-25-2004, 03:48 PM   #2 (permalink)
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There already are walls in the game, just re-enable them. They don't work particularly well though
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Old 08-25-2004, 08:44 PM   #3 (permalink)
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if you want the US wall u need to extract the .W3D's in W3DZh.BIG to get the walls working [ i enabled them an they look great ] and open the CommandButton.ini to create the Construct button and open CommandSet.ini and put the name of the command to a dozer or worker


Code: [ i think it will work]

CommandButton Command_ConstructAmericaWall
Command = DOZER_CONSTRUCT
Object = AmericaWall
TextLabel = CONTROLBAR:ConstructAmericaWall
ButtonImage = SAFence
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildSecurityFence
End

Code:

Command_ConstructAmericaWall
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Old 08-25-2004, 09:09 PM   #4 (permalink)
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If they are already in the .big why would you have to extract them?
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Old 08-25-2004, 09:57 PM   #5 (permalink)
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Because you need to check the coding. They were unfinished and never added cause the hubs (corners) don't work. I think you could really screw up the attacking AI by placing a bunch of walls. They would have so much trouble pathfinding a way around it. porbably get all stuck and turn in circles.
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Old 08-26-2004, 01:21 AM   #6 (permalink)
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OK... that does walls... now for my mod, I'm facing a question... Is it possible to have player-constructed bridges? One of the factions I'm creating has no aircraft, and I wanted a unique way to get from A to B over water.
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Old 08-26-2004, 10:41 PM   #7 (permalink)
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I have an idea, but it probably wont work. Give it a zone of creation or whatever its called *that zone that turns red when it can't be built* on one of the edges of the bridge, then when the bridge is created, make it OCL or something into a terrain type so things may traverse across them, and so the bridges can be "expanded". Hope i helped on my spam spree.
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Old 08-27-2004, 02:56 AM   #8 (permalink)
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Bridges are funny things and I don't think it's that easy. Maybe if you create a static model but then you would be limited on size. Ask Immoman about it he knows alot.
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Old 08-27-2004, 03:02 AM   #9 (permalink)
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Hostile the AI has no problem navigating around walls. Its the same as buildings. It just they like to waste time shooting them. Plus the wall build code is very buggy and we can basically build a wall anywhere you can see instantly.
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Old 08-27-2004, 02:45 PM   #10 (permalink)
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AFAIK the only way to get bridges to be "buildable" is to make them structures. This has come up before with the question of making bridges repairable (the same solution must be used). The only issue is that you have to make the bridge a set size which means if you want a longer bridge it needs to be a different structure and therefore take up another ever-valuable spot in a worker/dozer commandset.
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