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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 06-11-2005, 05:01 AM   #1 (permalink)
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Default My new Airstrip won't build

Hey guys,
I have made a new, bigger, airstrip for the larger planes among the U.S Arsenal and i cant get the planes to actually build. That buttons are clickable and you can click them as if to build but nothing happens, it doesnt even put them in the queue.

The airstrip has the following bones

Code:
    ExtraPublicBone = Runway1Parking1
    ExtraPublicBone = Runway1Park1Han
    ExtraPublicBone = Runway1Prep1 
    ExtraPublicBone = RunwayStart1 
    ExtraPublicBone = RunwayEnd1
Can anyone help me as to why the planes wont build?

thanks, kev.
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Old 06-11-2005, 05:53 AM   #2 (permalink)
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Do you have the production update module tag in the code?
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Old 06-11-2005, 06:06 AM   #3 (permalink)
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uhhh... im guessing not, ill check

EDIT: yeh thats sorted it thanks

Next question :P

How do i make it so that the C130 ui have made buildable stays on the airfield rather than just spawning and then instantly taking off in some random direction then circling over the base?
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Old 06-12-2005, 11:53 AM   #4 (permalink)
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Read the topic about "New Ideas, No idea how to do them" and I explained it there. 1st page.
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Old 06-12-2005, 12:36 PM   #5 (permalink)
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ok cool, i have a mate having a go at all the dropping of the units code now. Cheers for the help, thought id put another question in here instead of making another topic so here goes.

Was just wondering if you could change how aircraft come in to land? because I don't want my c130 doing that nimble little downward helix when it lands like the raptors do. Because I'm thinking its not as agile as its smaller factions. So can i modify the animation so he comes in to land straight at the airfield?
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Old 06-20-2005, 04:04 PM   #6 (permalink)
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hey
i made a buildable c130...

wanna see the codes?
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Old 06-20-2005, 04:19 PM   #7 (permalink)
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Code:
Object AmericaJetCargoPlane

 ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model            = AVCargoPln
      Animation       = AVCargoPln.AVCargoPln
      AnimationMode   = LOOP
      ParticleSysBone = Propeller01 JetBlackTrailThin
      ParticleSysBone = Propeller02 JetBlackTrailThin
      ParticleSysBone = Propeller03 JetBlackTrailThin
      ParticleSysBone = Propeller04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
    End

    ConditionState = DAMAGED
      Model           = AVCargoPln_D
      Animation       = AVCargoPln_D.AVCargoPln_D
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Propeller03 JetBlackTrailThin
      ParticleSysBone = Propeller04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End

    ConditionState = REALLYDAMAGED
      Model           = AVCargoPln_D
      Animation       = AVCargoPln_D.AVCargoPln_D
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Smoke03 JetFireLarge
      ParticleSysBone = Smoke05 JetFireLarge
      ParticleSysBone = Propeller03 JetBlackTrailThin
      ParticleSysBone = Propeller04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
      ParticleSysBone = Smoke03 JetSmokeLarge
      ParticleSysBone = Smoke05 JetSmokeLarge
    End

    ConditionState = RUBBLE
      Model           = AVCargoPln_D1
      Animation       = AVCargoPln_D.AVCargoPln_D
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke06 JetFireLarge
      ParticleSysBone = Smoke03 JetFireLarge
      ParticleSysBone = Smoke05 JetFireLarge
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke06 JetSmokeLarge
      ParticleSysBone = Smoke03 JetSmokeLarge
      ParticleSysBone = Smoke05 JetSmokeLarge
    End
    
    OkToChangeModelColor = Yes
  End

  Draw = W3DModelDraw ModuleTag_02
    DefaultConditionState
      Model           = AVCargoPln_A2
      Animation       = AVCargoPln_A2.AVCargoPln_A2
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_OPENING
      Model           = AVCargoPln_A2
      Animation       = AVCargoPln_A2.AVCargoPln_A2
      AnimationMode   = ONCE
      Flags           = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_CLOSING
      Model           = AVCargoPln_A2
      Animation       = AVCargoPln_A2.AVCargoPln_A2
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_LAST
    End
  End
    
  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:CargoPlane
  EditorSorting       = VEHICLE
  Side                = America
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 100.0 
  ShroudClearingRange = 200
  BuildCost           = 2200
  BuildTime           = 20.0          ;in seconds  
  Prerequisites
    Object = AmericaAirfield
    Object = AmericaStrategyCenter
  End
  ExperienceValue     = 50 50 50 50 ;Experience point value at each level
  IsTrainable         = No  
  CommandSet          = Americac130CommandSet

  ; *** AUDIO Parameters ***
  SoundAmbient = C130AmbientLoop
  SoundAmbientRubble    = NoSound
   UnitSpecificSounds
    VoiceCreate          = StingerSoldierVoiceMove
    Afterburner          = RaptorAfterburner
  End
  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE TRANSPORT AIRCRAFT 
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1000.0
    InitialHealth   = 1000.0
  End

  ExperienceValue     = 40 40 40 40  ; Experience point value at each level

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 500.0
  End

   Behavior = DeliverPayloadAIUpdate ModuleTag_09
    DoorDelay         = 100
    MaxAttempts       = 4
    DropOffset        = X:0 Y:0 Z:-10
    DropDelay         = 300 ; time in between each item dropped (if more than one)
    PutInContainer    = AmericaParachute
    DeliveryDistance  = 150
  End
   
Behavior = JetAIUpdate ModuleTag_09
    OutOfAmmoDamagePerSecond  = 10%  ; amount of damage to take per SEC (not per frame) when out of ammo
                                    ; note that it's expressed as a percent of max health, not an absolute
    TakeoffSpeedForMaxLift    = 100%   ; smaller numbers give more lift sooner when taking off
    TakeoffPause              = 500
    MinHeight                 = 2
    ParkingOffset             = 8             ; scooch it a little forward so the tail doesn't hit the doors
    ReturnToBaseIdleTime      = 10000         ; if idle for this long, return to base, even if not out of ammo
  End

  Locomotor = SET_NORMAL CINE_DragonLocomotor
  Locomotor = SET_TAXIING BasicJetTaxiLocomotor

  Behavior = TransportContain ModuleTag_10
    Slots = 64                     ; hey, it's a BIG transport
    OrientLikeContainerOnExit = Yes
    KeepContainerVelocityOnExit = Yes
    ExitPitchRate = 30
    ExitBone = WeaponA01
    AllowInsideKindOf  = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 
    DoorOpenTime = 0
    NumberOfExitPaths = 2
    DestroyRidersWhoAreNotFreeToExit = Yes  ; 'destroy' as opposed to 'kill'
  End
    
  Behavior                          = JetSlowDeathBehavior ModuleTag_11
    DestructionDelay                = 2000 
    RollRate                        = 0.0
    RollRateDelta                   = 100%      ;each frame, rollrate = rollrate * rollrateDelta
    PitchRate                       = 0
    FallHowFast                     = 25.0%    ;Bigger is faster (can be over 100%,it's a fraction of gravity)
    FXInitialDeath                  = FX_JetBigDeathInitial
    OCLInitialDeath                 = OCL_AmericaJetCargoDeathStart
    DelaySecondaryFromInitialDeath  = 2000       ; in milliseconds     This guy won't hit the ground, so this time equals the above time
    OCLSecondary                    = OCL_AmericaJetCargoHulkDeath
    FXSecondary                     = FX_BigPlaneDeath
;   FXFinalBlowUp                   = FX_JetDeathFinalBlowUp
;   OCLFinalBlowUp                  = OCL_AuroraDeathFinalBlowUp
;   DeathLoopSound                  = MICAL NEEDS TO MAKE ME
  End

  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_12
  End

  Behavior = TransitionDamageFX ModuleTag_17
    DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
  End


  Geometry = Box
  GeometryIsSmall = No
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 10.0
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length
End




Ok now heres the commandset:

Code:
CommandSet Americac130CommandSet
  1 = Command_TransportExit
  2 = Command_TransportExit
  3 = Command_TransportExit
  4 = Command_TransportExit
  5 = Command_TransportExit
  6 = Command_TransportExit
  7 = Command_TransportExit
  8 = Command_TransportExit
  9 = Command_Evacuate 
 12 = Command_Stop
End

Ok now here is the locomotor:


Code:
Locomotor CINE_DragonLocomotor
  Surfaces = AIR
  Speed = 155  ;100         ; in dist/sec
  SpeedDamaged = 75         ; in dist/sec
  MinSpeed = 60             ; in dist/sec
  TurnRate = 85             ; in degrees/sec
  TurnRateDamaged = 40      ; in degrees/sec
  Acceleration = 60         ; in dist/(sec^2)
  AccelerationDamaged = 30  ; in dist/(sec^2)
  Lift = 120                ; in dist/(sec^2)
  LiftDamaged = 80          ; in dist/(sec^2)
  Braking = 90              ; in dist/(sec^2)
  MinTurnSpeed = 5         ; in dist/sec
  PreferredHeight = 190
  AllowAirborneMotiveForce = Yes
  ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
  Appearance = WINGS 

  PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
  RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
  PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  RollDamping = 1.4                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  ForwardVelocityPitchFactor = 0.0        ;  How much velocity will cause the front to lift/dip
  LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
  Apply2DFrictionWhenAirborne = Yes
  AirborneTargetingHeight = 30
  LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
End

and here goes the command button:


Code:
CommandButton Command_ConstructAmericaJetCargoPlane
  Command       = UNIT_BUILD
  Object        = AmericaJetCargoPlane
  TextLabel     = CONTROLBAR:ConstructAmericaC130
  ButtonImage   = SACParatroopers
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildC130
End


Note: for the CONTROLBAR:ConstructAmerica130 and the CONTROLBAR:ToolTipUSABuildC130, I made them myself by using a CSF Editor, so if you were to directly copy down the commandbutton, you might have problems



and also, to get it to your new airfield... i will list this example:


CommandSet SidewinderAirfieldCommandSet
1 = Command_ConstructAmericaJetCargoPlane
2 = Command_ConstructAmericaJetA10Thunderbolt
3 = Command_Sell



or whatever...but...there it is... now you just gotta find a way to get the men you put inside to paradrop out instead of jumpin without a chute. But thats about it...





OH, also... if you are gonna replace the regular c130s, you might wanna make a replacement like REALAmericaJetCargoPlane and have that one have all the old code on it so that you can still do paradrops and stuff, cause if you have the buildable one try to do that stuff, it wont work; they will just hover over your base, so if you replace the old one instead of creating a new code for the buildable one, be sure to do this, and fix everything it drops in the Object Creation List.
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Old 06-20-2005, 04:30 PM   #8 (permalink)
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and to make it so that the c130 lands how you want it, just modify the locomotor a bit so that his pitch is just right, his approach is also a factor. You might want to make a "SET_SLUGGISH" locomotor just for landing, so that he wont be all up in the air and spiral down like the raptor. You also have to set the min landing height for the airfield (faction building). I will show you some of the code for my harrier to give you an example.


[Faction Unit.ini]

Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ReturnForAmmoLocomotorType = SET_SLUGGISH
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 3 ; if idle for this long, return to base, even if not out of ammo
End

Locomotor = SET_NORMAL HarrierLocomotor
Locomotor = SET_TAXIING HarrierJetTaxiLocomotor
Locomotor = SET_SLUGGISH HarrierCruiseLocomotor




[locomotor.ini]

Locomotor HarrierLocomotor
Surfaces = AIR
Speed = 209 ; in dist/sec
SpeedDamaged = 152 ; in dist/sec
; MinSpeed = 0 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 40 ; in dist/sec
TurnRate = 20 ; in degrees/sec
TurnRateDamaged = 10 ; in degrees/sec
Acceleration = 5 ; in dist/(sec^2)
AccelerationDamaged = 3 ; in dist/(sec^2)
Lift = 70 ; in dist/(sec^2)
LiftDamaged = 70 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 30 ; in dist/sec
PreferredHeight = 130
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 60 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS

; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
; us to "slide into place" (rather than turning) when we get close to our destination.
; the magnitude is basically the number of msec it would take us to reach the dest
; at our max speed; if we're under this threshold, we just slide into place...
SlideIntoPlaceTime = 70
PitchInDirectionOfZVelFactor = 0.0 ; how much to pitch according to our z-vel. 0=none,
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly
End
;================================================= ===
Locomotor HarrierJetTaxiLocomotor
Surfaces = GROUND AIR
Speed = 10 ; in dist/sec
SpeedDamaged = 7 ; in dist/sec
TurnRate = 30 ; in degrees/sec
TurnRateDamaged = 30 ; in degrees/sec
Acceleration = 10 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 999999 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS ; so we can turn in place...
End
;================================================= ===
Locomotor HarrierCruiseLocomotor
Surfaces = AIR
Speed = 185 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 80 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 20 ; in dist/sec
TurnRate = 100 ; in degrees/sec
TurnRateDamaged = 100 ; in degrees/sec
Acceleration = 20 ; in dist/(sec^2)
AccelerationDamaged = 10 ; in dist/(sec^2)
Lift = 60 ; in dist/(sec^2)
LiftDamaged = 50 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 50 ; in dist/sec
PreferredHeight = 130
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 240 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS

PitchInDirectionOfZVelFactor = 3.2 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.3 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.2 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.7 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.6 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.8 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 60
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End




****
The landing items are here:

In the JetAIUpdate Module, you can see it says:

ReturnForAmmoLocomotorType = SET_SLUGGISH and then it says
Locomotor = SET_SLUGGISH HarrierCruiseLocomotor


this means that when it goes to return, it uses this locomotor. If you use this method, you can change the way the plane flies when it is just cruising normaly, when it is taxiing, when it is attack, and when it is returning to base to land. And that is why i have 3 different locomotors listed up there, because i want my harrier to fly 3 different ways when it is flying. I want it to taxi upwards for liftoff, i want it to cruise and fly a certain way, and i want it to come in for landing a certain way.
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Old 06-24-2005, 04:21 AM   #9 (permalink)
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i dont mean straight down, i mean straight at the run way, like a normal plane would land

EDIT: also the c130 code that is up there ^^^ for some reason when I click "evacuate" they are not in parachutes (i tested it with pathfinder, ranger and missile defender. none had chutes)
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Old 06-26-2005, 12:37 AM   #10 (permalink)
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i know...i know...thats what i said...if you find a way to make em come out in chutes PLEASE TELL ME!
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