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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 03-10-2005, 05:43 AM   #11 (permalink)
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Have you made that one up

Model=Stealh_S

or does it really exist??

Anyway, I think I have to dissapoint you, I never saw a constate for stealthed units :|
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Old 03-10-2005, 06:33 AM   #12 (permalink)
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No it not working :S :S i tryied everthing but not working
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Old 03-10-2005, 07:47 AM   #13 (permalink)
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There might be a workaround, but it will require some creative thinking.
I'll give that some thoughts and tell tomorrow!

But there's aremote possibility, that EA chnages that in the future (if they listen to what is said in the "Mod Support from EA"-thread
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Old 03-10-2005, 11:03 AM   #14 (permalink)
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There is no conditionstate that relates to "stealth".
Stealth is controlled by the object's status.
The NIGHT ConditionState demands a W3Dmodel and can't be defined by an object with a stealth behavior.
I don't see a way to achieve your goals...
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Old 03-10-2005, 11:40 AM   #15 (permalink)
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There is a set that calls STEALTHED etc but what the problem is for a new model is like RNG when stealth tank is stelathed a nice stealth effect must roll over it but no smooth fadeing of an opacity i want to have the nice nice stealth effect
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Old 03-11-2005, 04:34 AM   #16 (permalink)
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You're wrong... There is no ConditionState STEALTHED, however, there is a status STEALTHED.
The status is nothing more then a flag that makes the game understand in what kind of state the object is in.(if stealthed is flagged, you can't include me into you field of view)
The conditionstate then uses it to display the model. You problem is that the flag is there, but that you have no way to display it.
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Old 03-11-2005, 07:44 AM   #17 (permalink)
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Hehe and thats why i posted on mod support topic to add this shit :lol:
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