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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-23-2003, 07:42 PM
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#1 (permalink)
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Member
Join Date: Feb 2003
Location: Iceland
Posts: 80
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Angry mob and tunnels??
I've been wondering.. is there a way to put a angry mob into tunnel networks?
I've tried it somewhat but hasn't work.. :/
Cheers
Joe :sleep:
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03-23-2003, 07:44 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 430
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you mean in the game or mod it? You can't ingame, but you can probably mod it
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03-23-2003, 08:00 PM
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#3 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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The problem here is that the mob is a 'nexus' i.e. one object comprising of a number of other objects with a total aggregate health value.
You could fudge it with TransportSlotCount = 5 on the nexus, and then '1' on each of the 5 mob members, but its unbalancing to do this and either way the arbitrary limit of 10 is applied to tunnels in GameData.INI and you should not exceed that.
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03-24-2003, 06:35 AM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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This also includes putting a Nexus into transports, or a Child Nexus in a Parent Nexus.
The Angry mob Nexus seems very simple when you start editing it, but when you advance, you get some strange "bugs".
EG putting a unit with it's own commandbar into a Nexus gives two Health Bars (I must admit I expected that part) but that moving this unit apart from the nexus gives problems. At some point the mob stays cohesive, eg the other members move with the selected-has-health-bar unit, at other points the mob doesn't follow, and the unit dies.
Putting a Nexus inside a Nexus is also a bad idea. The "child" nexus can die, but the parent nexus can't. It just stays alive, and starts spawning new units after the designated period of time.
So in short, very confusing. People with more experience in editing Nexi, please put your findings here!
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03-24-2003, 08:07 AM
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#5 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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You know, the best way to solve it is to do what I did - do away with the whole nexus idea and use the Red Guard logic to make 5 infantry units instead of 1 whenevr you build an Angry Mob. Give each of those 5 units the BuildVariants = tag like the Technical to make each ones appearance random, and voila - you build 1 Angry Mob, but get 5 different looking infantry every time, and your problems with Tunnels, Transports ect are gone 
__________________
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03-24-2003, 12:06 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: England
Posts: 228
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Quote:
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Originally Posted by Phoib
EG putting a unit with it's own commandbar into a Nexus gives two Health Bars (I must admit I expected that part) but that moving this unit apart from the nexus gives problems. At some point the mob stays cohesive, eg the other members move with the selected-has-health-bar unit, at other points the mob doesn't follow, and the unit dies.
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To solve the first and to some extent second problems you just need to add IGNORED_IN_GUI to the kindof of the child, there's also a slave module that you can add....
Quote:
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Originally Posted by Phoib
Putting a Nexus inside a Nexus is also a bad idea. The "child" nexus can die, but the parent nexus can't. It just stays alive, and starts spawning new units after the designated period of time.
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Did you remember to add
Code:
Behavior = DestroyDie ModuleTag_07
DeathTypes = ALL
End
to the parent nexus, because that's what makes the nexus die when it's lost all it's spawns.
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03-24-2003, 05:21 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Quote:
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Originally Posted by Shadow
Did you remember to add
Code:
Behavior = DestroyDie ModuleTag_07
DeathTypes = ALL
End
to the parent nexus, because that's what makes the nexus die when it's lost all it's spawns.
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I just copied the original angry mob nexus as nexus1, nexus1 was the Child, Parent Nexus also spawned Nexus1, with the results as described above.
I confirmed it was the Parent Nexus by using different cameo's.
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