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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 03-04-2005, 07:25 AM   #21 (permalink)
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That looks mighty funky, I love the particle systems. What mod is that for? If you're ever short of work, I'd kill for someone that good with them to gimme a hand :P

As for an entering garrison conditionstate, AFAIK there isn't one. You may be able to delete the object on entry, and then use an OCL to spawn a sitting model, but I'm not even convinced there is a trigger relating to garrison ...
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Old 03-04-2005, 08:55 AM   #22 (permalink)
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Its for Halogen. We've been trying to figure this out for ages... Its been simple enough to get the units to appear (Firebase logic, we had the concept long ago) but making them sit is an entirely new ballgame. Also, we've been tackling shields which work fine, but just have a few problems...

Thanks about the Particlesystems... I'm quite good with them.
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Old 03-04-2005, 09:04 AM   #23 (permalink)
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Yeah Sc4 is our particle guru and scripter. I'm way out of my league here.
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Old 03-04-2005, 10:26 AM   #24 (permalink)
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Shields ... IA have some shield systems, you could ask them about it
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Old 03-05-2005, 12:06 AM   #25 (permalink)
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Yeah. I've looked at their code and seen their shield generators. Unfortunately it will not be suitable in Halogen. (IA's system relies on the attacking weapon to be a projectile).
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Old 03-07-2005, 04:06 PM   #26 (permalink)
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It is possible but why didn't you just try it for yourself... but enough with the nagging, you can spawn only one per object... if you put one after another I think that is possible but! It will try to connect to the SPAWNED object only. So you would have to arrange the objects in the 3D model program before having it spawn... I think I explained it lol
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