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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
12-14-2004, 09:16 AM
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#1 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Garrisoned Slaves Inheriting Armour
I have some artillery with two shell types; standard explosive and gas. Both of these are able to kill infantry really rather quickly.
I also have trenches; they hold people in a similar way to the firebase. The armour types are set so the trench cannot be damaged by either weapon. However, slaves hiding in the trench should be immune to the explosive shells ... but they obviously die.
Hence, is there a way to change the armour of the infantry when they are garrisoned in the trench to be immune to explosive shells ( but not gas )?
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12-14-2004, 10:11 AM
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#2 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 734
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For ZH, there are only 6 Conditionstates that are on the armorlist.
PLAYER_UPGRADE needs an interaction of the player, by means of upgrades, which is not what you wish.
None of the automatic armor_conditions will let you toggle automatically between a garrisoned/not garrisonned state...
There is one oddball, non-documented armor conditionstate WEAK_VERSUS_BASEDEFENSES , but I do not know how it gets triggered and by what.
Deezire or someone with beta-knowledge might jump in here to clarify...
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12-14-2004, 05:22 PM
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#3 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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That's rather depressing to hear; but I'm interested in knowing whether the mysterious and magical condition state will help.
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12-14-2004, 05:22 PM
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#4 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 370
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I believe that the Firebase is set up so that infantry will be hit if the weapon detonates within its DamageRadius regardless of the Armor type you use (provided that the infantry themselves are not immune).
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12-14-2004, 05:30 PM
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#5 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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I believe you'll want to have the trenches eat the damage. I believe there is an option for what types of damage to pass to the slaves. That might not have any effect though.

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12-14-2004, 07:04 PM
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#6 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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hmm ... there is the option to propogate damageto slaves, but apparently not to swallow it.
In my optimism I tried
PropagateDamageTypesToSlavesWhenExisting = NONE -EXPLOSION +SNIPER but the "-" seems no different to the "+"
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12-14-2004, 07:19 PM
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#7 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Hmm, a partial solution:
IsEnclosingContainer = Yes
This means that the only damage slaves receive is the damage set in propogatedamagetoslaves. However, this means that people won't be visible in the trench.
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12-14-2004, 09:51 PM
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#8 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER
Just try that. That way, you should only be propagating sniper damage. There's no point in saying NONE - something, as it is essentially double negative. I doubt the game is that intelligent, but it's hard to say.

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12-15-2004, 07:51 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Alas that doesn't actually work, judging by the comments above the line:
;**Careful with these damage types -- because area damage types will already
;**damage slaves.
PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER +SMALL_ARMS +POISON +RADIATION +SURRENDER
As you can see, Explosion damage type isn't actually propagated, but it's not swallowed either; it's area effective and hence passed to the slaves equally.
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12-15-2004, 08:07 AM
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#10 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Well then just give the slaves a new armour that's immune to EXPLOSION. 
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