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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 09-08-2004, 12:54 AM   #11 (permalink)
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Hmmmm, you do have a point fritz, although line-of-sight can be edited AFAIK.
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Old 09-08-2004, 12:56 AM   #12 (permalink)
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ammo is possible... I think that line of site is somewhat possible... you can make projectiles colide with things and such... a hold fire command could be used w/ the Ranger logic, and a dummy weapon...

gen isn't meant to be 100% realistic though... the closest is TW 2 which is pretty damn close... they've even ditched the whole building system...

armor differentiation? what RTS has that?
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Old 09-08-2004, 04:31 AM   #13 (permalink)
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I'm pretty sure Codename: Panzers does (haven't played the demos much, despite having both demos).

Soldiers: Heroes of World War 2 definatly has it, in fact the tank can take damage in any region which can affect it performance. Most of the tanks can take a lot of beating before they finally explode, but they get "knocked out" much earlier, a hit on the treads makes them immobile, a penetrating hit on the turret means it can't rotate, a hit on the gun means it can't fire etc...
And if you come across an enemy king tiger tank there's no point in attacking it from the front, it's frontal armor is so strong that practically no allied gun can penetrate it. The best thing to do is try and hit the treads then flank round behind it :P
soz... very impressed with this game. Anyways, back to Generals...
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Old 09-08-2004, 03:06 PM   #14 (permalink)
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Quote:
Originally Posted by GametagAeonFlux
But you still have the Particle Cannon IIRC.
Nope, it was a cut a long time ago. The new USA uses 100% real weapons.
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Old 09-08-2004, 03:34 PM   #15 (permalink)
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Oh yeah, thats right, the Cruise Missile Strike became an SW, i keep thinking its a general power :lol: .
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Old 09-08-2004, 03:39 PM   #16 (permalink)
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Yes i like it I'm building a mod too its called C&C Vietnam. But it's in the beginning stage. I must search for more guys who like to help me with this realistic history mod. I already have a few units like the M60 Patton tank, T-54 and M107 Artillery. Its a total conversion so I'm bussy to make the exhausts of the rockets more realsitic then the were. Its not easy i know. but anybody wanna join with this mod?
Mostly I need skinners but if u want to join youre welcome.
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Old 09-08-2004, 03:49 PM   #17 (permalink)
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Ask Lt. Zack for help on simple particle FXs, and if he's feeling generous, he might help you on bigger FXs, or just look in the Member Written Tutorials and look at Zack's Guide To Particle FXs.
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Old 09-08-2004, 08:28 PM   #18 (permalink)
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By the way, W3B, about your infantry scale comment: As far as I can tell (through extensive trial and error), the Golden Scaler for infantry is 0.86. Put "Scale = 0.86" in every single infantry entry and the should all look right with the buildings and tanks.

Be careful when modifying the Mob, however; you can't put a Scale= line in an ObjectReskin entry.
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Old 09-10-2004, 10:53 AM   #19 (permalink)
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Oh, Dear. Somebody else is talking on the matter of a realism mod. I already have a post about this on the Red Alert 2 Forum. Just pay it a visit if its still on the archive an you'll wonder how many thing in the Generals are unreal.

Did you know that rifles can shoot their bullets multiple kilometers away when in Generals they don't even go beyond the sight range of the unit!

Did you know that Cruise missiles and scuds must actually fly faster than the patriot missiles shown in this game to have same flight behaviors?

Did you know that infantries are actually more protected against bullets in their jumpsuits than the semi-nude Colonel Burton?

You can't make a real mod in Generals because it is incapable of it. I don't mean to offend but if you want to make mod for very real game, make it for Microsoft Train Simulator. (Chosen from the sentences told to myself on that embarressing post)

However, if you mean to make a mod quite a bit more "logical" don't forget to change the name GPS Scrambler to Cloak Field Generator.
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Old 09-10-2004, 03:19 PM   #20 (permalink)
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Oh, you don't need to go overboard on realism. That's not what I was trying to do. It was just anoying to see Rangers that were larger than buildings.
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