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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 02-04-2005, 07:23 AM   #11 (permalink)
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i cant even select it to look at the buildings health.
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Old 02-04-2005, 08:26 AM   #12 (permalink)
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hmmm odd mine works fine
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Old 02-04-2005, 10:34 AM   #13 (permalink)
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But what are we doing wrong here? Explain what you did...
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Old 02-04-2005, 11:17 AM   #14 (permalink)
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hmm deezires tutorial :P and this

Object GenericBridge ; object for the damage system.

; *** ART Parameters ***
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End; The bridge system actually draws it.

; ***DESIGN parameters ***
EditorSorting = SYSTEM ; not available in the editor.
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = StructureDamageFX
End

; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE BRIDGE

Body = StructureBody ModuleTag_02
MaxHealth = 500.0
InitialHealth = 500.0
End

Behavior = BridgeBehavior ModuleTag_03
LateralScaffoldSpeed = 100.0
VerticalScaffoldSpeed = 70.0
End

; Note that structures with "RUBBLE" states should not use
; DestroyDie; such buildings are never truly
; destroyed, even when reduced to zero health.
Geometry = BOX
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = No
Shadow = NONE ; doesn't actually have a model...
End

when i made that screenie i nuked the bridge
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Old 03-29-2005, 01:08 PM   #15 (permalink)
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I have news regarding this. The_Hunter and I were testing some weapons and found that the bridges DO blow up. We've noticed that you need to aim right smack bang in the middle of the bridge to damage it. So here's the problem:

The bridge object itself is created in the middle of the bridge. That's the actual object that takes the damage. But because it needs to take damage, it needs to be hit by the weapons. And there's the catch - its geometry controls whether it gets hit or not! The default geometry is 1x1x1, which is pretty tiny.

So the trick would be to make the geometry bigger. You run into a problem there though. Each bridge is different in size, so you'd have to make different geometries for each bridge. The best solution is making separate objects for each bridge, but it's still a lot of work. At least now we know what the problem is though.
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Old 03-29-2005, 03:14 PM   #16 (permalink)
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destroyable, now make em repairable via a hut. And an animation showing it being rebuilt :-D
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Old 03-31-2005, 12:48 PM   #17 (permalink)
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I do not know much about this and I am trying to get the destructable bridges but i would like to know to how to get the correct modules and textures for each state for each bridge.
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