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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 12-01-2004, 10:50 AM   #1 (permalink)
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Default Assault Bridges?

I just thought about this very cool thing....
http://www.fas.org/man/dod-101/sys/land/wolverine.htm
wold it be possible to code em by using the replaceobject behaviour?
so is it possible?
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Old 12-01-2004, 12:33 PM   #2 (permalink)
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In theory they are, but maybe you shouldn't go for a replace object method, the real version lays down a bridge, it doesn't turn into it.

that said, there are two ways you could do it, either

-like a construction
(which would mean the vehicle could build as many bridges as you like, or if you limit bridges you can only have one useful bridge layer at a time)

-like a drone, where in theory you could implement an upgrade animation which shows it unfolding, only problem then is unfolding.

Another way, which I am not entirely sure of, is through a weapon, through this way you may be able to make the vehicle pick the bridge up again, but very crudely. How? Well, through OCLs and an icon directed weapon you could place the bridge, which wastes one ammo, and the bridge could be 'picked up' by another icon weapon which destroys it (in a very non-violent way) and reloads the weapon (not sure exactly how the reload could go, may be many ways to do it, for example the bridge being destroyed by the pickup weapon could exclusively leave an invisible ammo crate with the size of the bridge and if the bridge layer has an exclusive KindOf you could set it to be only picked up by that KindOf.
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Old 12-01-2004, 03:20 PM   #3 (permalink)
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I was meaning to ask this as well. My coder Assassin has developed a pretty much perfect deploy code (the way things deployed in tib sun), think we could get a unit to deploy a bridge. So the only question is, can you make it so you can place bridges in zero hour? Or build em?

for sure that is..
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Old 12-01-2004, 03:56 PM   #4 (permalink)
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You COULD to a sort of deploy, where the deploy animation shows the truck dropping off the bridge amd the finishing model shows a parked truck by the side, good thing about this is that you could select the bridge and undeploy, for this though you have two problems.

1. You cannot use the replace object module, because this effectively 'recharges' your units energy per deploy, you would have to go for Assassin's method which, although complicated, retains the energy of the truck but unfortunately the armor has to be the same for the truck and the bridge.

2. Bridges only work as a flat surface, meaning that wherever you deploy your truck it must be at the level of the land you want to link it between, what this would mean would probably be that you have to make the truck amphibious so that you can lay your truck in the middle of a river and deploy it (note also you have to get the angle right).
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Old 12-01-2004, 04:00 PM   #5 (permalink)
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You keep speaking of this perfect deploy ... you really should tell because a lot of people would like to know O_o

I got one that was supposed to work from Sleipnir, but it just spat errors back at me
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Old 12-01-2004, 06:50 PM   #6 (permalink)
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To be honest,I only have a hunch how its done, never tried.
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Old 12-01-2004, 07:34 PM   #7 (permalink)
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I would tell but I am not the/a coder. :-D
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Old 12-02-2004, 02:55 AM   #8 (permalink)
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Then slap Assasin to come online and give us his manu secrets :P
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Old 12-02-2004, 06:57 AM   #9 (permalink)
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ya this would be very interresting...
BUT i dont need an deploy code ( i think it could be easiely done by using the combatbike logic), i want to know if it is possible to build or create an Bridge.
Then i will try to code it!
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Old 12-02-2004, 07:08 AM   #10 (permalink)
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well i definatly could use the code ive tried sleipnirs guide also but it dindt work so it would be cool if he could post them for us
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