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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, 02:32 PM   #1 (permalink)
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Default Building lines on Units

This might be no news for some of you, but nice to post nonetheless.

Many building modules and lines can be directly transferred to units (not very surprisingly). I have been trying some modules and had some success so far. Energy production and consumption can be applied on infantry and units directly with the EnergyProduction line added, as well as some modules which can be put to units, like deploying of mine, POWERED in kindof, as well as the oil derrick logic. I won't post the codes here as they are direct c&p.


My Rangers powered down



Charity Marathon - moving oil derrick

Too bad a negative value of auto deposit does not work in Generals unlike in RA2, I can't reproduce something like building running cost drain


I will test out more building codes on units and vice versa, maybe we can make a unit build other units or charge a superweapon ... (although I doubt it) ... but it will be interesting
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Old 03-04-2003, 02:50 PM   #2 (permalink)
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Kick ass work

You could reproduce the Robot Drone thing from YR then - a unit that wont run without power
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Old 03-04-2003, 04:21 PM   #3 (permalink)
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Interesting indeed.
This is a good proof of "object oriented programming" where the modular building blocks can be recombined with almost anything...

Let's all do some crazy experiments !!!! :dead:
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Old 03-05-2003, 12:49 AM   #4 (permalink)
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I tried a few more things and results are mostly positive.

Infantry can act as a cost modifier like the techoilderrick, however the modifier is triggered by an upgrade and can only be activated for one time no matter how many rangers (with the code pasted in its part) I built. That would mean we can still have something like an industrial plant but not something more complicated? Like a star port/ price fluctuation/ price increases as number of war factories incrase ... will all be impossible.


Units can also be an object prerequisite for another object. I made my ranger the prerequisite of burton and it worked out nicely. However when I tried to add Prerequisite
Object = AmericaInfantryRanger 5 (dreaming of making something available only when you have 5 rangers) Generals froze badly and I had to reboot my computer manually


Well thought I should post these .. and I will still update this thread
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Old 03-05-2003, 02:09 AM   #5 (permalink)
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Because the game is largely object oriented almost all code works on things such as infantry, buildings and vehicles. The ambient sound effects placed on maps, for instance, are objects themselves just without all the code required to make them into something 'tangible'.
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Old 03-05-2003, 03:10 AM   #6 (permalink)
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Nice proof of object orientated indeed.

My "TD Nod Airstrip thingy idee" is also a proof of this, I just used the DropZone module

That required objects also means units is nice.

Wonder if system objects will work (AKA tank rubble hull as prequiristic).
I can't see the value of it other then knowledge, but it's nice to know anyway
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Old 03-05-2003, 07:26 AM   #7 (permalink)
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in generals,units and buildings are almost same,except buildings can't move.you can even add units in FactionBuilding.ini and it works!in fact you can add anything into any .ini file in DATA\INI\Object.

i am attempt to make a unit can upgrade other units can no success...
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Old 03-05-2003, 08:07 AM   #8 (permalink)
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Quote:
Originally Posted by ravage
i am attempt to make a unit can upgrade other units can no success...
Have a look at the Pilot....
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Old 03-05-2003, 08:15 AM   #9 (permalink)
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no,i mean a unit can use upgrades like FlashGrenade,CaptureBuilding...
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Old 03-05-2003, 10:33 AM   #10 (permalink)
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Some modules might require that object to be a structure though (maybe a structure body module or a kindof= STRUCTURE), for example I couldn't get my ranger to spawn burton's or other units.

This can be of some importance if we can make use of all the possibilitiies, like when we plan about mods make sure we are not constrained by old thoughts like planning structures as structures, units as units and infantry and infantry. Hmm, many behaviors can be mixed together, maybe those of projectiles and crates too, since they are all objects.

Crates look a bit complicated to me though ... - .-
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