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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 11-11-2004, 08:09 AM   #1 (permalink)
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Join Date: Jul 2004
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Default Manually Deploying Units

Hello Smile

I have been trying to find a way of getting units to manually deploy and later undeploy for The Great Trench War (recently merged with BF1918 at www.bf1918.com - but the original site with screenshots and such is at http://tgtw.againstme.de/ ).

Anyway, at present I am using a rather horrible method by means of ReplaceObject; it does the job, but has a number of issues. These include loss of veterancy and health, and the unit can still move while the upgrade is taking place. These issues you know doubt already know.

Having looked around, I read about using Bike Logic to solve the problem, where the riders are dummy objects representing the deployed and undeployed states. Using this method, ejecting the rider causes the carrier to die (in this case, the Machine Gunner), which of course renders the method unusable.

Also, if bike logic is used (or, if necessary, ReplaceObject), is it possible to still have a deploying animation? It would be nice, for example, if while the upgrade is "researching", an animation was played. At worst, once the upgrade is complete the unit should deploy before firing (perhaps using Nuke Cannon logic, whereby it deploys immediately and does not undeploy.

It is my understanding that the rider issue was resolved somewhere, and people have found a workaround - however for all my searches I cannot find any post that details the solution so please don't shout at me O_o . There are several mentions of "Yeah I fixed it", but nobody seems to actually want to post the solution. Any help would be appreciated ^_^
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