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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 10-04-2004, 04:42 PM   #11 (permalink)
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Actually FleetCommand's idea would work! Just make sure the object it turns into is not a KindOf = Structure, and has your desired Locomotor... sorry about my incorrect advice Vengence.
As for the Aurora it is not "Hard Coded" in anything except for the actual INI coding... (speed of rockets, life time of rockets, range of bullets, etc. equals small hitting time... and if you notice in the code the actual "invincible" time frame as some put is relativly short in comparison to the rest of the Aurora's flight.
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Old 10-04-2004, 05:36 PM   #12 (permalink)
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I got another idea that does not involves a battle bus! The pilot!

Your mech can eject out of a pair of destroyed jet packs, get it? I mean suppose the main vehicle is a pair of mech jet pack and the pilot is big mech.

Programatically, the main vehicle's model will be a full mech with jet packs and the ejected pilot is full mech without jet pack. Also the main vehicles dead hulk is a hulk of pair of jet packs. The rest is as I explained.

How do you like it?
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Old 10-04-2004, 10:40 PM   #13 (permalink)
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Great idea, but the boosters are built in. (2 in each leg and one big jet in the rear)
Well, thanks this will really help!
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Old 10-05-2004, 04:15 AM   #14 (permalink)
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Probably does no different.

Study modules RebuildHoleExposeDie, RebuildHoleBehavior and EjectPilotDie carefully. Good Luck!
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