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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 01-03-2005, 06:59 PM   #1 (permalink)
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Default Scud Bug Question

I was wondering, that with all the talk of the SCUD bug, could the solution be adding a small and weak machine gun to the building eliminate the bug?
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Old 01-03-2005, 09:17 PM   #2 (permalink)
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Why would you need to do that? Just add a dummy weapon in the PRIMARY slot.
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Old 01-05-2005, 07:55 PM   #3 (permalink)
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Just "Cos"
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Old 01-07-2005, 05:58 PM   #4 (permalink)
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There is a weapon called "Dummy" already defined in weapons.ini. Just fit it in the PRIMARY slot. Only if I could make the SCUD storm to blow up violently when someone trying to cheat...
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Old 01-08-2005, 12:07 AM   #5 (permalink)
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Quote:
Originally Posted by FleetCommand";p=&quot View Post
Only if I could make the SCUD storm to blow up violently when someone trying to cheat...
Duh. Give it a self-destruct weapon with: DamageDealtAtSelfPosition = Yes, RadiusDamageAffects = SELF ALLIES, and AutoChooseSources = PRIMARY NONE and set it for the SCUD Storm's primary weapon. It should only fire when someone tries to force-fire with the SCUD Storm. If you wanted to be really mean, you can have it blow up their entire base.
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Old 01-08-2005, 12:58 AM   #6 (permalink)
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lol...that's freaking classic. I'm gonna cheat, then KABOOM!
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Old 01-08-2005, 05:58 AM   #7 (permalink)
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Ok, you add a dummy weapon for the primary slot but what do you do with the ScudStormWeapon that is already present in the primary slot you put it second or not? Dose this fix the bug that when a scud rocket from the scud storm hits a bulding no damage ?
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Old 01-09-2005, 12:35 AM   #8 (permalink)
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Oh, refer to Project 0300 hours website to get all the solution. As I have written in that sticky topic "Generals Zero Hour 1.03 Patch"
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