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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 09-02-2004, 09:07 PM   #11 (permalink)
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Try asking Lt. Zack, he has them in his mod, just place the bone where objects are created far away from the building.
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Old 09-03-2004, 10:05 AM   #12 (permalink)
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:wtf:

Carefully read the first post again, then ask yourself if you still want to make that suggestion.
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Old 09-03-2004, 10:35 AM   #13 (permalink)
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I've been stuck with the "shipyard" and "aircraft carrier" problems for a year now... I've exhausted all of my ideas on making them work perfectly so i've made various compromises for each...

It would have been nice if EA could had implimented these from the beginning saving us these headaches
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Old 09-03-2004, 02:51 PM   #14 (permalink)
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Oops, I'm sorry. I didn't realize that you also wanted the ENTIRE building in the water :drunk: . Well, why dont you just make an amphibious dozer that can only build the naval yard? You could make the Command Center come with one of each dozer so you wouldn't have to buy one.
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Old 09-03-2004, 05:10 PM   #15 (permalink)
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I was referring to the LtZack suggestion actually.

But building it completely on water is a lot harder. So what I'm really looking for is a way to prevent ships from appearing on land, presumably by destroying them when they're built.
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Old 09-06-2004, 02:40 PM   #16 (permalink)
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For my OCL idea, the tag I was looking for was 'DiesOnBadLand =Yes'. I knew it was there somewhere...

Maybe that could work?
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Old 01-11-2008, 08:35 PM   #17 (permalink)
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There are 2 possible solutions:
1) Make the naval yard built on land and give each ship a SET_NORMAL locomotor which moves on both land and water, but slowly and downhill only (see AvalanchLocomotor), then when it is in the water the player can upgrade it with an object level upgrade that upgrades its locomotor set to a water only locomotor. The land and water locomotor should have appearance=TREADS so it can turn in place. With this option you can also have dozers or workers build the ships (instead of a shipyard) on dry land and then slide them down into the water and upgrade them to move in water only.

2) Make the naval yard a movable floating structure with a land and water locomotor, so that you get the dozer to build it on land, and then you can float it out to sea and build ships directly on the water. This is the option i settled on in my navalised map.ini. My naval yard could can even build ships whilst on the move but it looked silly so i made it so that the player has to anchor it in one spot before he could start building boats.

You can see a single player test map with movable aircraft carriers, swimming infantry, the floating shipyard, and 2 types of submarines, all done by map.ini only, not a mod, at:
Beng's Naval Mod Map.ini for Zero Hour - Cncmaps Map Editing Forums

See the readme and the map.ini, the code is all there. Open the map in worldbuilder to see which objects i changed into ships etc. The map.ini is intended for makers of maps who want a navalised map. All the ships and boats etc are made from unused objects that are not used by any faction normally. However i doubt it will work for multiplayer maps because map.inis famously cause mismatch errors. It should be fine for single player maps though.

To enable the naval units, you need to place the supply prison for players to capture. When the capture it and repair it, it gives them supplies, special supply trucks, and can build a special agent infantry unit who can swim and who can build the shipyard. The shipyard then builds all the boats, submarines, etc. I can't remember if i made it able to build the aircraft carrier or not but try it and see.

The aircraft carrier can move to a location and deploy, but once deployed it cannot move again as it becomes a building (if you deploy it at the water's edge you can see it flatten the terrain and make a dent there). Also note that when you deploy it it will be rotated 180 degrees backwards as the moving version is actually backwards because EA games put their aircraft carrier 3D model backwards and i had to make it backwards to make it look like it was moving forwards.
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Old 03-11-2008, 04:38 PM   #18 (permalink)
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The URL for my navalised map.ini, which has a shipyard that is built on land and then moves over water where it then produces boats, has changed to:

Beng's Naval Mod Map.ini for Zero Hour - Cncmaps Map Editing Forums
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