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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 03-04-2003, 12:35 AM   #11 (permalink)
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Where do those OCL modules go to?
How do you make it charge you the cost of the unit and land where it should?
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Old 03-04-2003, 04:03 AM   #12 (permalink)
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Simple, you just make a unit that will call the OCL trough OCLUpdate, then dies, trough the lifetimeupdate.

Just a caller unit that's expendable. For the Nighthawk thing, hte original Nighthawk just blows up. For the Plane with paradrop, I used a MissileDefender, who dies 10 msec after it has ben created.

That unit can have the regular costs and builtime module, and all the nifty extra's you want.

Making the unit land at the right location -> haven't fount the rules yet why it does. It's in the plane logic, for if you make the GuardDrone a Raptor, it takes off and flies to it's airfield. (and the guard drone cannot be bought a second time, even if the raptor is gone.)
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Old 03-04-2003, 07:25 AM   #13 (permalink)
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nice work phoib! your rule

and did you mean
Quote:
Krijg nou tieten
??
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Old 03-04-2003, 08:11 AM   #14 (permalink)
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I will test some other effects of this tomorrow (will combine the A10 stats with that of the Paradrop and see how it turns out).

And yes Zoop, I actually meant "Krijg nou tieten!"

My favorite Dutch saying
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Old 03-04-2003, 09:37 AM   #15 (permalink)
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Quote:
Originally Posted by Phoib
And yes Zoop, I actually meant "Krijg nou tieten!"
Grapjurk !
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Old 03-04-2003, 10:22 AM   #16 (permalink)
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Quote:
Originally Posted by Phoib
Simple, you just make a unit that will call the OCL trough OCLUpdate, then dies, trough the lifetimeupdate.

Just a caller unit that's expendable.

Cool, I know what it is all about now
Too bad most updates cannot be bought a second time and cannot be cancelled ... could have done many interesting things otherwise

I tried using some building modules/ lines on units and some worked. For example I can have units produce/ consume power now as well as deploy mines like the China buildings. I made my units power down when there is not enough power so maybe it would be nice for me to try out the airstrip logic for unit construction too ... for the units to not get stuck in the war factory when there is not enough power

I will try more unit codes -> buildings and building codes on units things ... should be preety interesting
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Old 03-04-2003, 10:36 AM   #17 (permalink)
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The unit building mines is indeed nice.

Can you post the codes? (new topic please, keep this for the initial reason of the post)
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Old 03-04-2003, 03:24 PM   #18 (permalink)
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Quote:
Originally Posted by Black_Eagle
hmm i supppose thts kind of obvious really lol
i just hope youre not refering to me cause i cant be bothered with smart asses.
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Old 03-04-2003, 03:37 PM   #19 (permalink)
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no i wasnt
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Old 03-05-2003, 04:42 AM   #20 (permalink)
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Some more findings:

When you get set a vehicle as transport, the vehicle will appear at the side of the map, and won't go to anywhere unless told to. All Payload isn't in the vehicle, or anywhere else (erm...)

When not setting a container, the infantry just falls down:


When having a GLAAngryMobNexus as payload, something odds happens:


Only the nexus itself is dropped (apparantly) and the angry-mob-people come from that chute, but they have sustained damage, like they have fallen...
They are also dropped at the beginning of the map, not at the drop point.

Helicopters appear at the edge of the map too (not suprising, since they can be considered vehicles!)

Next, tweaking movement!
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