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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 10-09-2004, 08:48 AM   #1 (permalink)
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Default Creating an stealth Generator

Is it possible to make an stealth generator in Generals Zero Hour? If yes, how?
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Old 10-09-2004, 09:59 AM   #2 (permalink)
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Its called a Search button.
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Old 10-09-2004, 10:37 AM   #3 (permalink)
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Erm

I'm looking for this too, but the search results don't yield anything relevant
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Old 10-09-2004, 10:44 AM   #4 (permalink)
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I believe it was deemed stupidly annoying, possible, but more trouble then worth.

But, I could be wrong...
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Old 10-09-2004, 10:58 AM   #5 (permalink)
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I dont think you can do it like in RA2 where you have a object that cloaks nearby objects, just another one of those things we cant do.
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Old 10-09-2004, 01:06 PM   #6 (permalink)
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Assassin did it for TS: Rising.

Something about it spawning a lot of dummy objects in a circular radius...heh, he keeps promsing to come up with some tutorials he he did it.
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Old 10-09-2004, 03:08 PM   #7 (permalink)
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But the area effects of the Propagana tower are used to issue upgrades, right?

So why not just make "stealth" as part of the upgrades?

I kinda need this for my mod, but the stealth thing can only hide units, and not buildings
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Old 10-10-2004, 09:35 AM   #8 (permalink)
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I've heard about something call "GrantTemporaryStealthBehavior" but I don't know what is it. Search in the INI files and Deezire's Module Listings came empty?

Is it real? or Do I have a spelling mistake? What exactly it is?
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Old 10-10-2004, 11:17 AM   #9 (permalink)
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A Google for it yielded zero results

What about the GPS Scrambler?

Theoretically, could you get a building to OCL the Scrambler every 30 or so seconds to maintain a stealth area?
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Old 10-10-2004, 11:34 AM   #10 (permalink)
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Then the units would stay stealthed when they left the stealth field...
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