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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
12-29-2004, 09:24 AM
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#11 (permalink)
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Member
Join Date: Dec 2004
Location: Romania,Bucharest
Posts: 51
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Do you thing it's easy to unit 30 mods in one giant mod, think all the best stuff from Pro:Gen, Zero Hour Reborn and other mods in one mod but I have added a lot of cameos and stuff to this mod, and you will not find a nother cameo twice I have created two new generals (USA Strategy General, China Airforce General) not present in any mod that I have played). Every general has at least 5 unic units from the other generals, 3 unic powers, 2 unic buildings. I have replaced the standard hud image with the specific general imagine in other words I have putt the face of the general in the hud. You have a total of 15 ships and very cool naval yards.
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12-29-2004, 06:01 PM
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#12 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
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I don't think a working Chronosphere would that be hard to do, just use the GLA Tunnel Network logic. The Weather Control Device would be easy too, it would just need some pretty slick particle FX. I'm assuming an Iron Curtain would also work, just like a really powerful armour upgrade on a time limit. Pretty simple stuff for a coder who knows what he's doing.
P.S. Incult_1985, you lie.
-- funk
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12-29-2004, 06:34 PM
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#13 (permalink)
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Senior Member
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
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indeed, weather controll would just be a scudstorm with fancy FX instead of scuds, Iron curtain would be frenzy and a chrono would be a sneak attack tunnel. Only tricky thing is getting the units inside the "tunnel" on activation ... but all should be doable in a day or so.
and yeah, when I download all mods and rip their stuff for my own use, I would probably have a massivbe mod, too.
thats probably also the reason why "its not for download, just for myself" because he'd get flamed so hard his neighbours would feel the heat.
anyway, Do things for yourself, dont ask other to do it for you.
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12-29-2004, 07:32 PM
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#14 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
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Quote:
Originally Posted by DeathAngel";p="
he'd get flamed so hard his neighbours would feel the heat.
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His unborn grandchildren would feel the heat 
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12-29-2004, 11:01 PM
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#15 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Nevada, USA
Posts: 933
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The Iron Curtain in't as easy as you all think. And the Frenzy logic doesn't work. There's 3 bonuses it gives, which are hardcoded. Now, that I think about it, would for example the "ARMOR FRENZY BONUS" make a unit indestructible if it was not to activate once, but keep activating for a given period of time....
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12-30-2004, 03:43 AM
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#16 (permalink)
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Senior Member
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
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oh, thought those bonusses were in the GameData.ini
anyway there is enough other options to get it to work.
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12-30-2004, 04:30 AM
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#17 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 384
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Unfortunately, the closest I have gotten to a working Iron Curtain is to borrow the Avenger's Faerie-Fire logic to create a weapon that multiplies the damage of all attacks except for the first one by any given attacking unit. In theory, I could set the multiplier to 0 and have all shots except the first one do no damage. But that still isn't a true Iron Curtain.
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12-30-2004, 02:36 PM
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#18 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Nevada, USA
Posts: 933
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Nevermind. I misenterpretated the FRENZY_ONE FRNZY_TWO FRNZY_THREE all wrong. I thought each one gives the group of units a specific bonus like weapon and armor bonuses. Inreality, they are the levels of frenzy..so no Iron Curtain yet.
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