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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-01-2004, 11:34 AM
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#1 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Naval Yard (again...)
For ReGeneration I'm trying to figure out how to properly do the naval yard. Currently I have a Sub Pen that is partially built on water (because its geometry doesn't match with the model), but the submarines it builds appear on water. The subs can move around only on water too, so there's no problem there. The real problem is a well-known one: if you build the pen on land only, the subs it builds can move around on land. The subs have only WATER as their locomotor surface, so it's not that anyway.
I remember from a long time ago that Henford had a correct naval yard working, but that he didn't want to share his code (and DZ got angry at him). Anyway, IIRC Fallout is dead now, so I suppose Henford (if he's still around anyway) should release this code. If someone has it or knows where it is, please tell me.
Another option to solve this would be somehow to get naval units to explode if they're built on land. I was thinking of the way paratroopers die if they're dropped on a cliff or on water. Maybe this would be possible to do for ships: if they appear on land, they explode. I don't really know what triggers this, as the subs have only WATER, but they don't die. They can even move around on land! LtZack tried to help me out a bit, but it didn't work.
So if there's anyone who has any hints, tips, experiences, whatever, that can get this working a bit better, I'd GREATLY appreciate it.
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09-01-2004, 11:51 AM
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#2 (permalink)
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Senior Member
Join Date: Aug 2003
Location: UK
Posts: 704
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Why don't you take off the structure's geometry tags (you can add geometry via a subobject later) and make a special dozer (only downside of this) that only has WATER in its surface type?
As far as I can remember, Henford simply made a new terrain type that looked like water...so vehicles and infantry could also move over it.
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09-01-2004, 11:59 AM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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The problem with that method is that it needs an extra dozer. And beside that, I can imagine that if the subs can move around on land, a naval dozer can move around and build stuff on land, too. So it's not a good idea.
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09-01-2004, 12:10 PM
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#4 (permalink)
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Senior Member
Join Date: May 2004
Posts: 303
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the only thing i could think of is make the one dozer incorperate the navel yard and let that dozer drive out to water and "place" the building, but i want to avoid that if i can....
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09-01-2004, 01:28 PM
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#5 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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You could try coding it so that building a sub actually produces a dummyobject which uses an OCL to create the sub 1 millisecond later. That may work.
Hmmm... I'm sure there was somethig like a 'ShiftToAllowedTerrain' line in the OCL settings. Maybe I imagined it... :/
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09-01-2004, 01:40 PM
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#6 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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Henford also did not reach perfection. The last (and only) thing I read about how he did it would be the following:
Quote:
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Originally Posted by Henford
Pretty much it involves changing the actual surface type for water and defining it as a different surface. My naval code will not work on regular Generals maps. Currently I only have 1 map it will work on, a simple one I have built myself.
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Searching for a way to implement naval into Generals/Zero Hour has never resulted in a solid solution. Maybe it's time to let it go and face the fact that the engine is not suitable for it.
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09-01-2004, 01:43 PM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Location: UK
Posts: 704
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A possible way (adaptable for the AI too, which many people seem to forget) would be to have preplaced navalyards on maps as "tech buildings" for capture.
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09-01-2004, 02:01 PM
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#8 (permalink)
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Senior Member
Join Date: May 2004
Posts: 303
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yes, but then theres that indescseible fact that u could capture the other guys navelyard and ur own...but u can make one building and whatever team ur are, thats the tech u get...if thats possible....
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09-01-2004, 04:41 PM
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#9 (permalink)
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Super Moderator
Join Date: Dec 2002
Location: Purging your soul in the blue fires of hell.
Posts: 1,650
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You could make a construction chinook or something along those lines that flies out and lowers workers from a winch down over the constuction site, similar to the kind of casket things you have on the sides of tall buildings for window cleaners, it lowers down and allows them to work. That would avoid the problem of having to have either two dozers or a strange looking dozer that has to be amphibious. The only problem I foresee is that construction chinooks could then fly over to the enemy base being able to avoid all terrain and just get straight there.
__________________
Oh god how did this get here? I am not good with computer.
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09-02-2004, 09:04 PM
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#10 (permalink)
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Junior Member
Join Date: Feb 2004
Posts: 28
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are the subs moving over the land or under it?
could it be something to do with the water plane that exists under most generals maps?
maybe they may think they are still over water even though you only see land?
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