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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 09-25-2004, 11:07 AM   #1 (permalink)
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Default Special power problems

I'm having two problems with some special powers I made for ReGen (spy plane and paratroopers):

Code:
SpecialPower SpecialPowerSpyPlane
  Enum                = SPECIAL_SPY_SATELLITE
  ReloadTime          = 150000
  RadiusCursorRadius  = 300
  ShortcutPower       = Yes
  AcademyClassify     = ACT_SUPERPOWER
End

SpecialPower SpecialPowerParatroopers
  Enum                = SPECIAL_PARADROP_AMERICA
  ReloadTime          = 300000
  RadiusCursorRadius  = 50
  ShortcutPower       = Yes
  AcademyClassify     = ACT_SUPERPOWER
End
Code:
  Behavior = OCLSpecialPower ModuleTag_15
    SpecialPowerTemplate = SpecialPowerSpyPlane
    OCL                  = SUPERWEAPON_SpyPlane
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End
  
  Behavior = OCLSpecialPower ModuleTag_16
    SpecialPowerTemplate = SpecialPowerParatroopers
    OCL                  = SUPERWEAPON_Paratroopers
    CreateLocation       = CREATE_AT_EDGE_NEAR_TARGET
    OCLAdjustPositionToPassable = Yes
  End
Code:
CommandButton Command_SpecialPowerSpyPlane
  Command           = SPECIAL_POWER
  SpecialPower      = SpecialPowerSpyPlane
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS
  TextLabel         = CONTROLBAR:SpecialPowerSpyPlane
  ButtonImage       = SAAurora
  ButtonBorderType  = ACTION
  DescriptLabel     = CONTROLBAR:TooltipSpecialPowerSpyPlane
  RadiusCursorType  = SPYSATELLITE ;DAISYCUTTER
  InvalidCursorName = GenericInvalid
  CursorName        = FireBomb
End

CommandButton Command_SpecialPowerSpyPlaneFromShortcut
  Command           = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower      = SpecialPowerSpyPlane
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS
  TextLabel         = CONTROLBAR:SpecialPowerSpyPlaneShortcut
  ButtonImage       = SAAurora
;  ButtonBorderType  = ACTION 
  DescriptLabel     = CONTROLBAR:TooltipSpecialPowerSpyPlane
  RadiusCursorType  = SPYSATELLITE ;DAISYCUTTER
  InvalidCursorName = GenericInvalid
  CursorName        = FireBomb
End

CommandButton Command_SpecialPowerParatroopers
  Command           = SPECIAL_POWER
  SpecialPower      = SpecialPowerParatroopers
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS
  TextLabel         = CONTROLBAR:SpecialPowerParatroopers
  ButtonImage       = SACParatroopers2
  ButtonBorderType  = ACTION
  DescriptLabel     = CONTROLBAR:TooltipSpecialPowerParatroopers
  RadiusCursorType  = PARADROP
  InvalidCursorName = GenericInvalid
  CursorName        = FireBomb
End

CommandButton Command_SpecialPowerParatroopersFromShortcut
  Command            = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower       = SpecialPowerParatroopers
  Options            = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS
  TextLabel          = CONTROLBAR:SpecialPowerParatroopersShortcut
  ButtonImage        = SACParatroopers2
  ;ButtonBorderType   = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel      = CONTROLBAR:TooltipSpecialPowerParatroopers
  RadiusCursorType   = PARADROP
  InvalidCursorName  = GenericInvalid
  CursorName         = FireBomb
End
Ok, long piece of code, but here's the problems I'm having.

1. When the building they're on is built (second code) the powers start off charged instead of starting off empty. How can I force them to charge first before they can be used?

2. The paratroopers power can't be used on unexplored (shrouded) terrain. How can I allow the player to drop them anywhere, even in black areas?
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Old 09-25-2004, 03:32 PM   #2 (permalink)
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Default

1. Not possible, locked in the enum. You can have it start by buying an upgrade (Thats how we did the Blitz2 Atom Bomb) but thats pretty useless for you.

2. Not, they are designed not to be used in shroud. You can see this in the missions.

Question for you then: Shroud?
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Old 09-25-2004, 03:43 PM   #3 (permalink)
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I haven't read the code so this might not be viable ... but could you not unshroud the area (like the american satellite) for a second and fire the paratroopers?
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Old 09-25-2004, 03:50 PM   #4 (permalink)
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No, the cursor says No-Cant-Do above shroud.
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Old 09-25-2004, 03:57 PM   #5 (permalink)
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But would it still be possible to change the Enum without any effects? If I could use the "spy drone" enum (which can be used in shroud) then it might work. I could reset the timer through a script maybe. Should ask Mithril about that.

And yes, shroud.
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Old 09-25-2004, 05:13 PM   #6 (permalink)
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Yeah, you could use the SpyDrone enum (works like a charm) but remember you can only have 1 enum of the same kind at a faction's special powers, ultra weird stuff happens when you have 1 enum at 2 of your superweapons.

Shroud, how?
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Old 09-25-2004, 05:20 PM   #7 (permalink)
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Well we won't be having that many powers anyway so we're free to pick.

And the shroud is achieved by not letting the fog grow back (well technically in 10^20 milliseconds which is almost an eternity), and then setting UseShroud = Yes in multiplayer.ini. Easy. Only problem is when you want to use ActiveShroud update, 'cause that depends on the former setting.
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Old 09-25-2004, 05:58 PM   #8 (permalink)
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Yeah, not like RA was flooded with Superweapons

Doesn't solve your problem with the instant timer though.

Maybe an idea, let the Airfield spawn a dummy object every X minutes, where X is the superweapon's timer, and the dummy object gives the superweapon. Dont forget to make it non-stackable. Only in hours long games will it lag, I suppose.

You're on MSN now?
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Old 09-26-2004, 02:00 AM   #9 (permalink)
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My suggestion is to look at the unpause special power code, as it could be used with a GrantUpgradeCreate to get everything working. I think it would be fine.
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Old 09-27-2004, 02:32 AM   #10 (permalink)
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I believe there's a SharedSyncedTimer=yes/no tag for the special powers to defined if they can be used once the building's ready...
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