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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 01-29-2005, 11:47 AM   #1 (permalink)
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Default Um Walls/Roads-Help Deezire

ok, i read an old topic that says to make walls you need ti make a corrsponding entry in Roads to make it work. Why dosnt it work?

Code:
;------------------------------------------------------------------------------
Object Wall

  ; *** ART Parameters ***
  SelectPortrait         = SAFence_L
  ButtonImage            = SAFence
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ; day
    ConditionState    = NONE
      Model           = CocrtWall_E
    End
    ConditionState    = DAMAGED
      Model           = CocrtWall_E
      ParticleSysBone = SparkS01 SparksSmall
    End
    ConditionState    = REALLYDAMAGED RUBBLE
      Model           = CocrtWall_E
      ParticleSysBone = SparkM01 SparksMedium
      ParticleSysBone = SparkM02 SparksMedium
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT: Concrete Wall
  EditorSorting    = STRUCTURE

  BuildCost           = 100
  BuildTime           = 1.0             ; in seconds
  VisionRange         = 150.0           ; Shroud clearing distance
  ShroudClearingRange = 150
  ArmorSet
    Conditions      = None
    Armor           = WallArmor
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue     = 50 50 50 50  ; Experience point value at each level

  FenceWidth      = 19  ; Spacing used by the fence tool in worldbuilder.
  FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
  CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet        = Allies_GenericSCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = NoSound

  ; *** ENGINEERING Parameters ***
  KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE BRIDGE
  Body            = StructureBody ModuleTag_02
    MaxHealth       = 1000.0
    InitialHealth   = 1000.0
  End

  Behavior                 = DestroyDie ModuleTag_03
    DeathTypes = ALL -TOPPLED
  End
  Behavior                 = CreateObjectDie ModuleTag_04
    DeathTypes = ALL -TOPPLED
    CreationList      = OCL_GenericWallSegmentDebris
  End
  Behavior                 = FXListDie ModuleTag_05
    DeathTypes = ALL -TOPPLED
    DeathFX           = FX_GenericWallSegmentDeath
  End

  Geometry            = BOX
  GeometryMajorRadius = 25.0
  GeometryMinorRadius = 10.0
  GeometryHeight      = 20.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End


Code:
Bridge Wall
  BridgeScale                    = 0.85
  RadarColor                     = R:192 G:192 B:192
  BridgeModelName                = CocrtWall_E
  Texture                        = TBDoubWide.tga
  BridgeModelNameDamaged         = CocrtWall_E           
  TextureDamaged                 = TBDoubWide_d.tga
  BridgeModelNameReallyDamaged   = CocrtWall_E          
  TextureReallyDamaged           = TBDoubWide_e.tga
  BridgeModelNameBroken          = CocrtWall_E
  TextureBroken                  = TBDoubWide_r.tga
  TowerObjectNameFromLeft        = GenericBridgeTower
  TowerObjectNameFromRight       = GenericBridgeTower
  TowerObjectNameToLeft          = GenericBridgeTower
  TowerObjectNameToRight         = GenericBridgeTower
  ScaffoldObjectName             = BridgeScaffold01
  ScaffoldSupportObjectName      = BridgeScaffoldSupport01
End
it shows up in WB but when i click and drag, 2 waypoints show up, thats it.
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Old 01-29-2005, 10:23 PM   #2 (permalink)
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*Bump*
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Old 01-30-2005, 11:33 AM   #3 (permalink)
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I had the walls working but its without the wallhubs is sucks.

we posted som info on http://www.cncreneclips.com/forum/in...p?showforum=39 incl the scripts but its still done complete
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Old 01-30-2005, 01:10 PM   #4 (permalink)
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thats what i need in the wall reactivation thing....but u cant get it to work? how did YaYo1 do it?
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Old 01-30-2005, 02:42 PM   #5 (permalink)
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he used just the same code but other models drom the alpha and that walls got the hubs in 1 model and not 2 models
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Old 01-30-2005, 05:13 PM   #6 (permalink)
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you could also solve the wall by making them like this

|-------|

simply 2 hubs and some wall parts betwean it
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Old 01-30-2005, 05:40 PM   #7 (permalink)
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and how would i link those to each other?

EDIT: in theroy it would work, but i would want to see if i can do it like deezire said......or how Yayo1 got it to link toeach other
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Old 01-31-2005, 07:50 AM   #8 (permalink)
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Same like the civial garden fences etc you know the fence he used that as code
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Old 01-31-2005, 12:44 PM   #9 (permalink)
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ok that would work, thx Chrizz and The_Hunter
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