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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 11-15-2004, 06:38 PM   #1 (permalink)
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Default Turning off SW.

What do I need to change in which file to turn off SW. BTW Im using An Act of war mod now, if it makes any difference.

It's for ZH not generals.

Thanks
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Old 11-16-2004, 04:15 AM   #2 (permalink)
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Personally I wrote a script that does that and one that removes the suprhero units. But that would have to be implemented on every map. You'd have to go into the mod or game and remove those units, structures, and command buttons. Not impossible but I'd think not worth the effort.
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Old 11-16-2004, 04:34 PM   #3 (permalink)
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How come there's that little mod that turns off SW in generals? Is ZH so much different or what?
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Old 11-16-2004, 11:06 PM   #4 (permalink)
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Well you could just open up the commandsets of the dozers/workers for each side and comment out the Build_CommandButton SW. Hell there are only 12 factions, one ";" a piece. You could do that in like 2 mins.
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Old 11-17-2004, 11:03 AM   #5 (permalink)
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Any way to add a "Disable Superweapon" to skirmish screen?
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