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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 11-23-2004, 06:48 AM   #11 (permalink)
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interesting so if i would give a helix a mass of 999999 nad if it get's shot by antiaircraft guns it would hit the ground nearly instantly ?
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Old 11-23-2004, 08:32 AM   #12 (permalink)
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&i remember mass do things to FALLING damage too,if both a m=500 overlord&a m=5 supply truck blown up to the same altitude,when they land,the overlord will take 100 times of the damage of a supply truck,that s y i never seen a supply truck die of falling...i`v never try to enlarge the mass on aircrafts,but i remember there is a FALLHOWFAST line in units.ini,maybe that & mass both determine how fast a plane falls,give a helix m=999999& set FALLHOWFAST = 0.000000001%,it still falls like a feather

but it seens the flying planes in ZH never affected by shockwave...wondering how it works..

PS:i`m a mechnical E student...if both a feather &a brick hit the ground with the same horizontal speed (like a falling plane)&the ground s hard enough,the brick will slide much further,coz inertia is determined by it`s mass(i`m not sure if generals` engine do the same thing)

that s a interesting discussion... but is there no way to make a ground unit don`t shake at all?
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Old 11-23-2004, 12:17 PM   #13 (permalink)
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No Hunter, it doesn't make stuff fall really fast. How fast things fall doesn't depend on mass. In a vacuum (no air) a feather and bowling ball fall at the same speed. Reason the feather is so much slower in air is because it has a lot of air resistance compared to its small mass.

But you CAN adjust the general gravity in the game through GameData.ini, and making the gravity itself really high WILL make stuff fall really fast. Or slow, whatever you want. But that's not the topic here...
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Old 11-23-2004, 04:40 PM   #14 (permalink)
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I am beginning to come to the realization that in order to do what you want with the shockwave your going to have to get EA to release a patch for the engine... because it is apparent that the engine has glitches in it that make the unit sink some-what, so in other words - your stuck.
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Old 11-25-2004, 04:05 AM   #15 (permalink)
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sigh..really as u said..it`s impossible without changing the engine
maybe that s the only reason that ea didn`t use shockwave effect on normal weapons
hope the LOTR:BFME will be better,so i can just make a Generals mod on that engine...hope

has anyone try to make a aircraft turn upwards 180` after attack?
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Old 11-25-2004, 10:17 PM   #16 (permalink)
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Hello guys, I was just wondering why shockwaves (the parameter included in weapon.ini that sets things flying) does not affect aircraft? I mean Comanches don't go skyhigh when it got hit by a Tactical Nuke MiG, right?

Is it something in the behavior modules of the Comanche? Could it be used to make ground units unaffected by shockwaves? I'm just curious.
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Old 11-25-2004, 11:53 PM   #17 (permalink)
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thanks
i`v try that way b4,seens it works on Locomotor,but only when Surfaces = AIR,& that unit must be moving or has Appearance = HOVER...
if used on a tank...looks like it`s skiing..
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Old 11-29-2004, 02:37 PM   #18 (permalink)
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Again the engine may not do that on account that even comanches don't actually fly straighht up when they have been created... but to tell you truthfully - no offense - but i've never heard of such a thing... a plane turning upward at 180º, I think in real life then gine would stall and it would become an accidental "kamikaze" attack as a result.
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