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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 02-24-2005, 03:34 PM   #1 (permalink)
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Default Alternate resource gathering methods?

Hello,
Here's an idea I am toying with in my mind. I'd like to ask if this even seems possible and if someone ever tried to implement it in Generals or Zero Hour.

In Generals you have various units which heal every friendly (or IIRC appropriately tagged unit) in the general vicinity. I'm thinking of the Speaker tower in particular, since it has a nice particle effect that shows the area of effect.

Would it be possible to modify this behaviour and re-implement it in such a way that a certain building (call it a tax office ) would cause every unoccupied neutral building in the vicinity to start producing money proportionate to its health?

Maps built around this resource method wouldn't need the current resource scheme and would provide a real stimulus to urban warfare, while forcing the sides to keep neutral buildings (more or less) intact.

Commentary is always welcome.

Cheers,
ErikM :devil:
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Old 02-24-2005, 05:58 PM   #2 (permalink)
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The behavior of the propaganda towers is hard coded. For an example of something like this, see Blitzkrieg 2, as they use cities as the main source of income, which is gathered by garrisoning the buildings.
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Old 02-24-2005, 07:51 PM   #3 (permalink)
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I'm guessing that effect is achieved by scripts...
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Old 02-25-2005, 01:56 AM   #4 (permalink)
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I believe it is related to something similar to an oil derrick update. I haven't looked into the exact code though.
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Old 02-25-2005, 08:01 AM   #5 (permalink)
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You guys really should look at the module guide first...
Does "AutoDepositUpdate" ring any bell?

Anyway, Erik, you have to see the code as LEGO blocks. You get a number of blocks that you can recombine, but you can not make any new ones, nor can you switch parts among those "tags".
What you want doesn't resemble in any way with modules that can be found in the game. so it can't be done. The game had no modules that relate a "field" with increase of income.
However, not all is lost...
in ZH "AutoDepositUpdate" has an additional option to give a boost through an upgrade. If you can grant yourselves an upgrade, you can also get a bonusfactor...
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Old 02-25-2005, 12:30 PM   #6 (permalink)
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The oil derrick uses an autodepositupdate. As I didn't remember the exact module, that's the easy way to refer someone to it.
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Old 02-25-2005, 04:10 PM   #7 (permalink)
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Behavior = AutoDepositUpdate AutoDepositModuleTag_07
DepositTiming = 2000 ; in milliseconds
DepositAmount = 20 ; cash amount to deposit every DepositTiming
InitialCaptureBonus = 0 ; no initial bonus
End

Here you are, this is the one from BFME but im almost 100% there the same thing
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