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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 12-04-2004, 01:37 AM   #121 (permalink)
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Fleet Command signing back in. Good news and bad news. Good news is that I'm back and I'll be working on the project again, this time with a new web server. The bad news is, I failed my exam. It'll be a new exam in month, and I should be studying, but I'll not abandon working on the project 0300 hours. However, my work on project will have less intensity.

Now, I'll be analyzing discussions on this page.
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Old 12-06-2004, 04:50 PM   #122 (permalink)
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aaaahhh its alife!!! great glad 2 hear from u keep up the good work
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Old 12-07-2004, 12:41 AM   #123 (permalink)
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I've discovered a tricky bug. You can easily clear the large and long-remaining Anthrax/Radioactive fields be force firing a Poison-based or radioactive weapon at the center of the impact site. The field will diminish shortly.

The reason is the Bio-Hazard Core Weapon which is integrated into each poison and radio field to avoid over-accmulation.

EDIT: Totally Changed.
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Old 12-09-2004, 12:41 PM   #124 (permalink)
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??? in are u currently livin in ur own dreamworld or just babblin on or what ???
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Old 12-09-2004, 02:59 PM   #125 (permalink)
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Rene, in regard to diagonal movement, I have noticed the same thing - that units travelling on the diagonal go faster.

Its very obvious when I try to time a walking/running animation in game without sliding.By adjusting the animation timing or locomotor speed, I can have the feet planted for lateral movement, or diagonal movement, but not both.For art purposes I just use a compromise between the two.

Im not going to offer any great theories, but diagonal movement in games being faster is not uncommon.Anyone used to play goldeneye? Remember that you can run faster by moving forwad and strafing at the same time? Instead of averaging out the velocities along the x and y plane correctly it ends up with a bigger velocity than it should have.My only guess is it has something to do with the size of the units in the world grid or whatever is used.
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Old 12-09-2004, 04:38 PM   #126 (permalink)
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EA should've learned their Pythagoras. :tard:
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Old 12-09-2004, 06:01 PM   #127 (permalink)
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Quote:
Originally Posted by ImmoMan";p=&quot View Post
EA should've learned their Pythagoras. :tard:
Hey, just be happy they didn't try (2^A)+(2^B)=(2^C)
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Old 12-10-2004, 01:57 AM   #128 (permalink)
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Quote:
Originally Posted by quicksilva1985";p=&quot View Post
??? in are u currently livin in ur own dreamworld or just babblin on or what ???
I was busy. I asked someone else to post on my behalf and seems he typed like in a chatroom and like a TV ad. Sorry. I'll never do that I again.
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Old 12-10-2004, 03:09 PM   #129 (permalink)
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I don't think this one has been noticed yet:

Bunker busters hitting a GLA tunnel scaffolding will make all units in your tunnel network come out of the scaffolding.
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Old 12-11-2004, 03:02 AM   #130 (permalink)
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Looks to me that tunnel networks scaffolding is nothing more than trouble. I suggest we use an alternative object for the scaffolding until it is completed, then make this dummy underconstruction object to be replaced with the main tunnel network object. This would also patch the cheat of using tunnel network when incomplete.

Can we use ReplaceObject module with condition of a pre-granted upgrade and exempt status of under construction?
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