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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 01-31-2005, 12:50 PM   #1 (permalink)
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Default Destroyable bridges

I know someone made bridges that can be destroyed. How can I do it? And can I make Gen/ZH's existing bridges destroyable or do I need to replace them all? I don't need repairable ones though, getting them blown up by tanks is enough.
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Old 02-03-2005, 06:59 PM   #2 (permalink)
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A big bump for this topic, so the less-frequent visitors can have a look at it too. I still haven't solved yet.
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Old 02-03-2005, 07:22 PM   #3 (permalink)
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um.....im trying to do the same thing .....so far of come up that it is possible just ive run into a problems, i cant find the previous bridge code, so i will have to clone a bridge and make a new one code for it......ill tell you if i get it working.
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Old 02-03-2005, 07:31 PM   #4 (permalink)
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i have a working destroyable bridge code
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Old 02-03-2005, 08:05 PM   #5 (permalink)
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mind posting it................................................ ...........?
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Old 02-03-2005, 08:21 PM   #6 (permalink)
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Go into System.INI, find the GenericBridge object and change the ImmortalBody module into a StructureBody module instead. Adust the health to suit (between 500 and 1000 works about best for me).

For the visuals, go into Raods.INI and make sure every individual bridge entry has the correct models and textures assigned for each state - some of these assets are missing from Generals but pretty much all of the missing ones are in Zero Hour.
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Old 02-03-2005, 08:30 PM   #7 (permalink)
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agreed deezire is right
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Old 02-03-2005, 08:41 PM   #8 (permalink)
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did that and pouned the S*** out of it, didnt die!

Code:
Bridge IronBridge
  BridgeScale                    = 0.85
  RadarColor                     = R:192 G:192 B:192
  BridgeModelName                = CBBridgeSt
  Texture                        = CBBridgeSt.tga
  BridgeModelNameDamaged         = CBBridgeSt_d
  TextureDamaged                 = CBBridgeSt_d.tga
  BridgeModelNameReallyDamaged   = CBBridgeSt_e
  TextureReallyDamaged           = CBBridgeSt_e.tga
  BridgeModelNameBroken          = CBBridgeSt_r
  TextureBroken                  = CBBridgeSt_r.tga
  TowerObjectNameFromLeft        = BridgeTowerConcreteLeft01
  TowerObjectNameFromRight       = BridgeTowerConcreteLeft02
  TowerObjectNameToLeft          = BridgeTowerConcreteRight01
  TowerObjectNameToRight         = BridgeTowerConcreteRight02
  ScaffoldObjectName             = BridgeScaffold01
  ScaffoldSupportObjectName      = BridgeScaffoldSupport01

  TransitionEffectsHeight        = 0.0  ;height max to play FX over surface area
  NumFXPerType                   = 32
  DamagedToSound                 = BridgeDamaged
  RepairedToSound                = BridgeRepaired
  TransitionToOCL = Transition:Damage ToState:DAMAGED       EffectNum:1 OCL:OCL_BridgeDamaged01
  TransitionToFX  = Transition:Damage ToState:DAMAGED       EffectNum:1  FX:FX_BridgeDamaged01
  TransitionToOCL = Transition:Damage ToState:REALLYDAMAGED EffectNum:1 OCL:OCL_BridgeDamaged01
  TransitionToFX  = Transition:Damage ToState:REALLYDAMAGED EffectNum:1  FX:FX_BridgeDamaged01
  TransitionToOCL = Transition:Damage ToState:RUBBLE        EffectNum:1 OCL:OCL_BridgeDamaged01
  TransitionToFX  = Transition:Damage ToState:RUBBLE        EffectNum:1  FX:FX_BridgeDamaged01
  TransitionToOCL = Transition:Repair ToState:PRISTINE      EffectNum:1 OCL:OCL_BridgeRepaired01
  TransitionToFX  = Transition:Repair ToState:PRISTINE      EffectNum:1  FX:FX_BridgeRepaired01
  TransitionToOCL = Transition:Repair ToState:DAMAGED       EffectNum:1 OCL:OCL_BridgeRepaired01
  TransitionToFX  = Transition:Repair ToState:DAMAGED       EffectNum:1  FX:FX_BridgeRepaired01
  TransitionToOCL = Transition:Repair ToState:REALLYDAMAGED EffectNum:1 OCL:OCL_BridgeRepaired01
  TransitionToFX  = Transition:Repair ToState:REALLYDAMAGED EffectNum:1  FX:FX_BridgeRepaired01

End

Code:
Object IronBridge

  ; *** 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             = StructureArmor
    DamageFX          = StructureDamageFX
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = NOT_ON_RADAR
  KindOf              = STRUCTURE IMMOBILE BRIDGE
  Body                = ActiveBody 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
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Old 02-03-2005, 08:54 PM   #9 (permalink)
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Quote:
Originally Posted by RedLeader";p=&quot View Post
did that and pouned the S*** out of it, didnt die!
Funny, I was about to post something very similar to that.

I had a tutorial that explained it the same way as you did, DZ. But I can hammer it all I want, not a dent in it. So in short: this doesn't work.
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Old 02-03-2005, 10:00 PM   #10 (permalink)
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Did you try using StructureBody not ActiveBody? Otherwise, try putting a very low health and see what happens.
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