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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. |
01-31-2005, 12:50 PM
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#1 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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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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02-03-2005, 06:59 PM
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#2 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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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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02-03-2005, 07:22 PM
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#3 (permalink)
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Senior Member
Join Date: May 2004
Posts: 303
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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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02-03-2005, 07:31 PM
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#4 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 351
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i have a working destroyable bridge code 
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02-03-2005, 08:05 PM
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#5 (permalink)
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Senior Member
Join Date: May 2004
Posts: 303
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mind posting it................................................ ...........?
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02-03-2005, 08:21 PM
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#6 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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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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02-03-2005, 08:30 PM
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#7 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 351
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agreed  deezire is right 
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02-03-2005, 08:41 PM
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#8 (permalink)
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Senior Member
Join Date: May 2004
Posts: 303
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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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02-03-2005, 08:54 PM
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#9 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Quote:
Originally Posted by RedLeader";p="
did that and pouned the S*** out of it, didnt die!
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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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02-03-2005, 10:00 PM
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#10 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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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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