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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 04-03-2005, 12:31 AM   #1 (permalink)
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Default Turn that down!

Hey everyone, I'm looking for a solution to an interesting idea. I have a special unit in the first USA mission in An Act of War (details to come), and it has an ambient sound.

What I'd like to do is have a command button in the unit's command set that once clicked, will turn the ambient sound on or off. I'm wondering if this is possible. A few notes:

- Veterancy loss is not an issue
- It would be best if the sound could also be tied to the unit's animation (sound is on, animation is on, etc)

Let's hear some ideas!
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Old 04-04-2005, 12:33 AM   #2 (permalink)
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Well the really simple idea would be to spawn another object, exactly the same but with the ambient sound turned off. Once you click on the commandbutton, the unit destorys itself and also creates the same unit without or with the ambient sound. The command buttons vary from the 2 units. (No Ambient sound unit - spawns ambient sound unit. and vice versa. I'm sure I can think of something better, as this one is a quickie.
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Old 04-04-2005, 04:28 PM   #3 (permalink)
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One thing about the game is that with certain upgrade you can have it play a FXList code which can be a sound which you can make be activated by an upgrade... you can also use the commandsetupgrade code to add/remove it but just never change the commandset!
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Old 04-04-2005, 04:30 PM   #4 (permalink)
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That was what I was thinking at first, two problems though:

1. Will the spawned unit be facing the same direction?
2. How the self-destruct effect normal deaths? Will it explode every time you turn the sound off, and if you remove the explosion, will it simply dissapear when destroyed normally?

Bah, stupid limited code lol
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Old 04-04-2005, 04:37 PM   #5 (permalink)
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1. OCLs have the tag "Disposition =" with which you could try parameters like "ON_GROUND_ALIGNED" or "LIKE_EXISTING"
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Old 04-04-2005, 07:11 PM   #6 (permalink)
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Yea, exactly. Plus, you can assign different coordinates if I'm not mistaken. Just look a bit in OCL.INI.
Ya, you can just remove all the fancy fx and the hulk, and there yo go. There's also deletion module, but that probably wont work in your case since you need the death to spawn something and deleting object doesnt count as death.
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Old 04-04-2005, 10:16 PM   #7 (permalink)
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Crap, so there's no way to also have a nice explosion when it dies? Oh, well...
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Old 04-05-2005, 10:16 AM   #8 (permalink)
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It should work if you give your self-destruct weapon a damage type that is not the same as the ones of other weapons used in ZH or An Act Of War.

I'd suggest to use "PENALTY" to actually kill your objects via CommandButton using an Upgrade to trigger a suicide dummy object. By editing the DamageFX.ini you can preserve explosions whenever your object is hit by a "real" weapon while removing any kind of damage effect so the user will never see he killed his own unit.
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Old 04-05-2005, 11:54 AM   #9 (permalink)
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Oh, yea sure you can have FX's. I just tought that you wouldn't want them. Or do you want the deathFX to just play when the unit dies of natural causes and not because it's "sound switching"
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Old 04-05-2005, 11:57 AM   #10 (permalink)
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I guess that's what he meant. "Real" death by "real" weapons with corresponding FX but a silent kill by suicide.
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