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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, 04:27 PM   #1 (permalink)
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Default CaveContain

Short question. What does it do, how does it work, and how do I use it?
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Old 03-10-2005, 06:21 PM   #2 (permalink)
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I believe you have to set them up on a map in world builder and it acts like the tunnel network.
You can have multiple cave networks but the caves that belong together must have the same index number.
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Old 03-10-2005, 07:46 PM   #3 (permalink)
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So there's no way I can create caves through OCLs or something?
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Old 03-11-2005, 12:34 AM   #4 (permalink)
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Why bother with them when you can use tunnel networks?
Anyway I don't know of anyway to assign the index numbers outside of world builder.
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Old 03-11-2005, 10:30 AM   #5 (permalink)
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Wasn't a cave used in some mission... I don't remmeber which one and if it was in either ZH or Gen... hmm.
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Old 03-11-2005, 01:13 PM   #6 (permalink)
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Cave or Sneak Attack? because the GLA 03 mission "ZH" used the sneak attack
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Old 03-11-2005, 04:44 PM   #7 (permalink)
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The reason I don't want to use tunnels is because we're already using those. And we don't want these new tunnels to connect to those of the other system. And another thing is that CaveContain, according to DeeZire's guide, allows you to specify which KindOfs to allow. That last part is essential to the logic we're trying to create.
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Old 03-11-2005, 05:02 PM   #8 (permalink)
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and don't come with weird questions like

"Why bother with them when you can use tunnel networks?"

we are not making a normal ZH addon mod where making a RA1 TC which is quite obvious if you look at immo's sig...

we need this for the chronotanks
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Old 03-14-2005, 04:35 PM   #9 (permalink)
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I do believe there was some sort of Cave that was either in one of the missions or was discarded. If you look in the General/Zero Hour BIG files, theres a tga with a "cave" cameo.
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