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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 09-21-2004, 11:02 AM   #1 (permalink)
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Default Ground Under Buildings

Here I am again

I have a building that can be crossed (much like a bridge, only coded by reducing the geometry), however I want only certain units to be able to cross. A way I can see to do this is to make the locomotor of some units contain Surface = Ground and other Surface = Rubble & Ground.

So; is it possible to change the ground underneath a unit? And would it just be spawned? And how would I do it?

If there's an easier way to make some units unable to cross, you can tell me that instead if you want
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Old 09-21-2004, 09:22 PM   #2 (permalink)
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no. you cann't create a building underground in logic, but you can do it in appearance.
and you can make it crossable with NO_COLLIDE kindof
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Old 09-21-2004, 10:56 PM   #3 (permalink)
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Coolfile, I think he means something else.

If you want an object to pass through it but have the game KNOW you are rolling over it, than look to an obsolete module called checkpoint. It was originally gonna be used for the supply center to have the truck drive through it. You may be able to use to to make the vehicle drive over (through) it based on some bones that you place.
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Old 09-21-2004, 10:58 PM   #4 (permalink)
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So basicly, your trying to make a buildable bridge or something?
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Old 09-22-2004, 05:43 AM   #5 (permalink)
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It's a trench; so it behaves like a bunker in that it can garrison units but can also be crossed . I attempted to do this by setting it to a bridge kindof bridge or landmark_bridge, but it seems to cancel out the garrisonable. So I currently have it done by setting the geometry of the trench to 1x1x1 so most of it can be crossed.

Some units (infantry, tanks) can cross, but others cannot (horses, wheeled vehicles). The trench is not underground, but gives that illusion.

I'm sorry if I confused some people However, I am trying to stop certain units from crossing, and one way I could see of doing that is to change the ground (possibly by spawning) underneath the trench to RUBBLE and then allowing only tanks and infantry to cross RUBBLE in the Locomotor.

I didn't know about the NO_COLLIDE kindof ... so thanks That should make it alot better than using 1x1x1 cube geometry on the object (as obviously the cube cannot be crossed).

Hope that clears things up for you guys I do appreciate the feedback.
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Old 09-24-2004, 05:16 AM   #6 (permalink)
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Oh, another question on the same lines (and if you help with the first it would be much appreciated)

Is it possible to change the order of viewing when units cross buildings? Currently when a unit crosses the trench the unit becomes greyed, as it is behind the trench. However, I need the trench to become greyed and the unit in front of the trench when it crosses. Is this possible?

And the NO_COLLIDE kindof didn't seem to work ... it may not be compatible with other kindof's being used like GARRISONABLE_UNTIL_DESTROYED or something ...

I was thinking; I do not know if debris is equivilant to rubble. If it is, however, I could spawn some debris underneath the trench preventing crossing for certain units and kill it when the trench dies. But I can't seem to find where the objects that ObjectCreationList.ini are actually held in ZH D:!
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Old 09-24-2004, 06:59 AM   #7 (permalink)
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Don't you need the KeepObjectDie module to be considered rubble?
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Old 09-24-2004, 09:06 AM   #8 (permalink)
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But that just keeps the object there on death, right? The aim is to get rubble (or some surface where certain units can be set to be unable to cross) underneath while the object exists and then remove it when the object dies.
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Old 03-04-2008, 06:36 AM   #9 (permalink)
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I have noticed that NO_COLLIDE does not seem to allow units to walk through something, that si why when you are GLA and kill a vehicle and want to collect the salvage crate, you have to wait for the vehcile hulk object to sink first before your unit can drive over it to get the crate.

Have you looked at the method used by the walls in America mission 7/8 in Generals? That is the city walls on which the stinger guys are walking around in the starting cut scene where "Colt" illuminates the targets for "Buff" (which turns out to be 4 Stealth fighters, not a B-52).

See FortressWallBuilding / FortressWallCorner

That has
KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL

AND it has GarrisonContain


As for spawning rubble, you can do that, just OCL with Disposition = LIKE_EXISTING ON_GROUND_ALIGNED a STRUCTURE IMMOBILE KindOf object with a LifetimeUpdate which makes it die immediately. You do not need KeepObjectDie, just make sure it does not have any DestroyDie etc that would remove it. See any of the civvy buildings that leave rubble for an example of what it should or should not have.

To OCL the structure, you can use ObjectCreationUpgrade (see the US vehicles which make drones). You will also need a ProductionUpdate module, and a GrantUpgradeCreate module to trigger the upgrade, with ExemptStatus = UnderConstruction (see GrantUpgradeCreate in Demo general's Barracks) so that the rubble making object only spawns when the trench has been finished being built.

Another way to OCL it is to give the trench object a FireWeaponUpdate which fires a non-reloading one shot weapon with a FireOCL set to the OCL that makes the rubble object. Just see any of the weapons that just set up poison fields (eg toxinshellweapon) for an example. For FireWeaponUpdate with an initial delay, see the GLASneakAttackTunnelNetworkStart object.

In order to clear the rubble you would have to use a dozer to build on a corner of it (as you do to clear any other rubble from civvy buildings). Make the trench object also make rubble that looks like a broken trench so that the player can see that there is rubble there when the trench is destroyed.

However i think a trench should be crossable by tanks and not by infantry. Infantry should go inside the trench, not over it.

You could perhaps make the trench crushable by vehicles, which also reflects reality: in the 1991 Gulf war an entire Iraqi battalion was buried alive in their trenches by the Americans who just bulldozed the trenches whilse Bradley IFVs provided covering fire to prevent the inmates escaping.

Last edited by beng; 03-04-2008 at 06:44 AM.
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