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Command and Conquer Editing
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Generals & Zero Hour Editing
» Battleships and Reinforcement pads?
Generals & Zero Hour Editing
Discuss any modding related issues to do with Generals and Zero Hour here.
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10-25-2004, 08:45 AM
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adamstrange
Senior Member
Join Date: Dec 2002
Posts: 338
Battleships and Reinforcement pads?
On some user maps there are battleships but i can't capture them for use.
[1] How can the AI enemy and i capture and use them ?
[2] How can i set up the reinforcement pads so that i can have 2 different units dropped off ?
10-31-2004, 09:59 AM
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glouf
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Join Date: Sep 2004
Location: Germany
Posts: 71
I'll give you a hint
Download Project Raptor Mod - It has a Reinforcment pad like that
11-01-2004, 05:38 PM
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adamstrange
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Join Date: Dec 2002
Posts: 338
Thanks Spammer.
11-02-2004, 01:05 AM
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FleetCommand
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Join Date: Dec 2002
Location: Earth
Posts: 339
Your answer is 145 Megabytes long. A shorter answer will be highly appreciated.
11-02-2004, 01:07 PM
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glouf
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Join Date: Sep 2004
Location: Germany
Posts: 71
I'm not a spammer
Its the first mod wich featueres this pad _ I think so
OK the filsize is mad but - thats life
11-02-2004, 03:47 PM
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adamstrange
Senior Member
Join Date: Dec 2002
Posts: 338
TECHBUILDING.INI
In the reinforcement pad code change this:
OCL_ReinforcementPadCHIVehicle
To this: OCL_ReinforcementPadCHIVehicle
s
In the object creation list just add the
s
to the end of VEHICLE
EXAMPLE:
ObjectCreationList OCL_InfGen_ReinforcementPadCHIVehicle
s
And then just add this:
Payload =
PUT UNIT NAME HERE
2
Payload =
PUT UNIT NAME HERE
4
Payload =
PUT UNIT NAME HERE
2
11-02-2004, 04:13 PM
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glouf
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Join Date: Sep 2004
Location: Germany
Posts: 71
Cool i'll try it!
Can the payload be everything (Rangers,Dozers ...) ?
11-04-2004, 12:49 AM
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pi314159
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Join Date: Aug 2004
Posts: 37
Anything that is trasportable, yes. *check the unit's stats to make sure*
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