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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-10-2004, 12:32 PM
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#1 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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SupplyLines and Stealth Detector problem!
Hello,
I have two questions:
1.
How can I activate the StealthDetector module, if I use
StartsDisabled =Yes
EDIT:2. I've tried to give one of our gatheres an SupplyLine-like upgrade!!
But I've noticed, that the ChinookAI module just accepts the AmericaSupplyLines upgrade.
I've tried to work around that and created a dummy object with the GrantUpgradeCreate module!
The button works and the game throws no errors. Worldbuilder also finds no bug!
But when I push the button, it looks like it is building the upgrade, but when it should be ready, nothing happens
I hope someone can help, because this are 2 major problems with our mod (Rise of the Reds).
Thanx in advance!!
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09-10-2004, 12:39 PM
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#2 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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from dz's module guide
Code:
StealthDetectorUpdate
[module is hardcoded to display MESSAGE:StealthDiscovered when triggered]
DetectionRate = [integer, milliseconds]
DetectionRange = [integer]
CanDetectWhileGarrisoned = [Yes/No]
CanDetectWhileContained = [Yes/No]
ExtraRequiredKindOf = [KindOf]
ExtraForbiddenKindOf = [KindOf]
PingSound = [entry from SoundEffects.INI]
LoudPingSound = [entry from SoundEffects.INI]
IRParticleSysName = [entry from ParticleSystem.INI]
IRBrightParticleSysName = [entry from ParticleSystem.INI]
IRGridParticleSysName = [entry from ParticleSystem.INI]
IRBeaconParticleSysName = [entry from ParticleSystem.INI]
IRParticleSysBone = [bone name]
InitiallyDisabled = [Yes/No]
End
The initially disabled should mean that it needs an upgrade, although I don't see an upgrade tag listed there...so that probably means that the tag is worthless.
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09-10-2004, 01:08 PM
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#3 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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That is the point of the first question! Is the tag worthless or not?
I've tried to circumvent this prob with an createobject update that create a dummy object attached to the original object. This dummy has the StealthDetector module enabled.
But the game wouldn't let my purchase the upgrade, the button is "dead" and the problem lies not within the commandbutton or the upgrade, the problem seems to be the StealthDetector module!
----No one?? Come on!
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09-15-2004, 05:47 AM
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#4 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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Ok problem one is solved (was my fault, forgot the ProductionUpdate module :/ )
But the second one still hurts my brain. I don't really understand, what's wrong with my code.
Has anyone done a workaround for the SupplyLines upgrade before??
Immoman or Deezire possibly???
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09-15-2004, 09:57 AM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Sydney, Australia
Posts: 202
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StartsDisabled=yes is used by one building and one building alone (AFAIK). What "turns it on" is the Strategy Center when you hit Search and Destroy. Observe.
Code:
InitiallyDisabled = Yes ; only will be active when search & destroy plan active
Henceforth if you wanted to use it you need to "clear" the Strat Center function (otherwise you would be turning on S&D for the whoever possessed the S&D Function) to be useable.
~Wize/Skywaters
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09-15-2004, 11:37 AM
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#6 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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Sorry if I made myself not clear enough.
Problem #1 is solved already.
The SupplyLines upgrade is the one that doesn't work!
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09-15-2004, 11:45 AM
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#7 (permalink)
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Member
Join Date: Mar 2003
Location: Berlin, Germany
Posts: 69
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how do you solved problem #1?
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09-15-2004, 11:59 PM
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#8 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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Yeah Liberator, I would be interested in learning how you did it. Sounds good.
So you said you used a dummy object to be built attached to the first. I would have actually not had it hidden (dummy). Make alittle antennae rise or something.  With the Overlord code you would be able to add the Stealth Detect Antennae easily.
That was my guess. I'm curious how you solved it. 
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09-16-2004, 12:29 AM
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#9 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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I used the overlord logic, but first I forgot this module:
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1
End
It seems to be essential for the ObjectCreationUpgrade module. As soon as I pasted in these three lines, everything worked fine :/
The StartsDisabled trigger of the StealthDetector module is just used for the battleplan logic!
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09-16-2004, 12:51 AM
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#10 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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Good to know. That issue (StartDisabled) was not addressed anywhere here that I saw.
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