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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 09-13-2004, 04:54 PM   #1 (permalink)
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Default Flaming ZH Trees!

In regard to EA's confusing decision to make the ZH trees invincible to weapons, including the flamer, I am wondering if I can re-enable tree damage as it was before in Generals, and how of course .
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Old 09-13-2004, 05:27 PM   #2 (permalink)
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Just compare the code for the trees between the two different games, have a look at GameData.ini or in the objects INI folder
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Old 09-13-2004, 06:12 PM   #3 (permalink)
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^ Its slightly more complicated than that. I did it in Pro:Gen - if you take a look in NatureProp.INI you will see that pretty much most of the trees in the game have been redefined. Every tree is 'remapped' (reskinned) to the GenericOptTree object, which is a KindOf = OPTIMIZED_TREE. Change that tree entry so it matches the GenericTree from vanilla Generals and you get the effects back but with a *slight* hit on framerates thats hardly noticeable in ZH because of the other optimizations.

In short, you need to reskin all the trees to GenericTree instead of GenericOptTree that ZH uses in NatureProp.INI.
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Old 09-13-2004, 06:36 PM   #4 (permalink)
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Ah, thanks Deezire, I was wondering about this too!
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Old 09-13-2004, 06:47 PM   #5 (permalink)
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NP

Now if only I can remember how they got leaves to fall from the trees when you ran them over, that looked cool...
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Old 09-13-2004, 09:03 PM   #6 (permalink)
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Eh? Were the leaves falling in Generals, because I don't quiet remember...

But that would look cool...
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Old 09-14-2004, 04:13 AM   #7 (permalink)
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Quote:
Originally Posted by DeeZire
NP
Now if only I can remember how they got leaves to fall from the trees when you ran them over, that looked cool...
How about adding a particle effect to the FXList FX_ToppleTree?

Code:
FXList FX_ToppleTree
  Sound
    Name = CrushTree
  End

  ParticleSystem
    Name = Treeleafs
  End

End

You'll need to make the particle effects
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Old 06-29-2008, 07:54 PM   #8 (permalink)
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Is there a shorter way to make the ZH trees able to be damaged? It's a lot of work to have to go through all the trees and redo all their draw modules from TreeDraw (works which with KindOf OPTIMIZED_TREE) to ModelDraw.

I don't mind if they don't have the burnt look when they are burnt, and i don't need them to catch fire or spread fire, i just want them to be able to be killed by explosions / fire etc. Right now even a nuclear blast cannot harm them.

I tried giving them health, armor, a slow death behavior, all had no effect.
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Old 07-19-2008, 07:45 AM   #9 (permalink)
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I've gone and made my own mod to make ZH trees flammable. I also made them able to be destroyed by toxins (try an anthrax bomb on a forest and see the trees wither), explosions, and other damage. The burning ember objects are also improved, so keep your units away from burning trees.

The mod also makes all the invisible ZH shrubbery types visible (some look quite nice, like tumbleweed and desert shrubs), and it also makes rocks able to be cleared by building on them.

Beng's ZH Shrubbery Fix Mod - CnCMaps Map Editing Forums
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