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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 03-07-2005, 09:32 PM   #11 (permalink)
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Also, I believe there's a KindOf for garrisoning that must be in there for it to be garrisonable. GARRISONABLE_UNTIL_DESTROYED is used on the bunkers so that they will only be emptied of infantry when they are destroyed. But that KindOf does not cause the garrisoning.

Anyway, the propaganda tower logic only works on units.
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Old 03-08-2005, 07:43 PM   #12 (permalink)
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Only works on units? hmm , ok , that is my problem than. Strange that it is not an active unit (the prop tower) and yet it is the default object with this behaviour. I tjust thought it would be able to be applied to other structures as well. O well , TY!
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Old 03-08-2005, 08:23 PM   #13 (permalink)
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You still might be able to do what you want with the AutoHealBehavior module. I believe that it can heal buildings if you want and it won't boost the ROF of affected units like the propaganda bonus will.
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Old 03-12-2005, 10:54 AM   #14 (permalink)
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Actually , im pretty sure it can be used to heal building s as well , however , at second glance , i had my INI file in the wrong dir , which could have been my problem all along , anyways , I will test it , and post the results of which in a bit here , heh , im delerious from lack of sleep , must MOD MORE!


FURTHER MORE UPDATED, im damn sure it cant be done with buildings , unless im missing something , it keeps crashing when i load the game , i have it rigged to americacommandcenter, so it should start as soon as entering game , but it just crashed, i removed the upgrade required aspect , and this still haps, , as well as the prerequisite aspect too.

Dunno , maybe it cant be done...
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Old 03-14-2005, 03:51 PM   #15 (permalink)
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Right so here's everything you have to do to get the command center garrisonable/speaker tower, and be able to have the units fire from the command center

before you set your mind on this I suggest you DL collfile's W3D importer for GMax, and RenX if you haven't already
You will need to import the palace hide the bones named FIREPOINT01 through FIREPOINT10 then delete everything else. The import the american command center arrange the firepoints (so that they're at windows for your mind's sake, a little strange to see a rocket come out of a wall... or stranger from thin air) after arranged hide the FIREPOINTS again and delete everything. Next export it with RenX put it in a .big file or the game's directory (Zero Hour\Art\W3D\) and your then incorperate the ini coding save and play!
Also please note that I have not tried this code but it should work just fine... emphasis on should.

COMMAND CENTER ITSELF
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY GARRISONABLE_UNTIL_DESTROYED

Behavior = PropagandaTowerBehavior ModuleTag_mod1
Radius = 150.0
DelayBetweenUpdates = 2000 ; in milliseconds
HealPercentEachSecond = 2% ; get this % of max health every second
PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
UpgradeRequired = Upgrade_ChinaSubliminalMessaging
UpgradedHealPercentEachSecond = 4% ; get this % of max health every second
UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
End
Behavior = GarrisonContain ModuleTag_mod2
ContainMax = 10
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
End
Behavior = CommandSetUpgrade ModuleTag_mod3
RemovesUpgrades = Upgrade_GLAWorkerFakeCommandSet
CommandSet = AmericaCommandCenterCommandSet
TriggeredBy = Upgrade_GLAWorkerRealCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_mod4
RemovesUpgrades = Upgrade_GLAWorkerFakeCommandSet Upgrade_GLAWorkerRealCommandSet
CommandSet = AmericaCommandCenterCommandSetUpgrade
TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
End

COMMANDSET CODEs
CommandSet AmericaCommandCenterCommandSet
1 = Command_ConstructAmericaDozer
2 = Command_SpectreGunship
4 = Command_LeafletDrop
5 = Command_A10ThunderboltMissileStrike
6 = Command_Paradrop
7 = Command_SpyDrone
8 = Command_EmergencyRepair
9 = Command_DaisyCutter ;NOTE THIS GETS UPGRADED BELOW
10 = Command_SpySatelliteScan
13 = Command_SetRallyPoint
14 = Command_Sell
End

CommandSet AmericaCommandCenterCommandSetUpgrade
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_StructureExit
10 = Command_StructureExit
11 = Command_Evacuate
14 = Command_Sell
End
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Old 03-14-2005, 04:18 PM   #16 (permalink)
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Behavior = GarrisonContain ModuleTag_mod2
ContainMax = 10
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
End

thats the key , and you can do it all from original stuff too , you dont have to import the other model , but thats a good idea , sure a time saveer ,

although , thats the peice i missed when i first attempted this, anyways , ty
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