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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 07-03-2005, 06:03 PM   #1 (permalink)
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Default Simply Fun Modding

This is just a topic for listing some fun modding techniques which anyone couldn't find a use for, but of course someone else might...

Here's one I tried lately, give a vehicle, tank for instance, a garrison module, such as this...

Code:
Behavior = GarrisonContain Module_Fun
    ContainMax          = 1
    MobileGarrison = yes
End
also make sure the vehicle has the right commandset for one passenger (e.g. either show the one passenger position or provide an exit all button).

Next, place this modified vehicle on a map, owned by the civilian team of course.

result is a civilian vehicle you can hop in, control and hop out of, but with a few odd bugs such as...

Passenger shoots out
Passenger bails vehicle when damaged to red
Vehicle not regarrisonable after damaged to red

additionally, adding the 'IsEnclosingContainer = No' tag to the garrison module has interesting results, by default the driver's torso pokes out of the middle of the vehicle, and he is targetable with this tag, kill the driver and the vehicle returns to civilian.

Thing is, I have found no use for this interesting fun code...

Anyone else got something to share? Keep in mind as apposed to the sticky topic for sharing code this is concentrating on interesting little experiments that the coder hasn't really found a use for...
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Old 07-04-2005, 07:31 PM   #2 (permalink)
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lololol....wow some very interesting bugs indeed...
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Old 07-04-2005, 07:35 PM   #3 (permalink)
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ok i think i have one...


Go to the "RangerAdvancedCombatRifle" and paste this code over the original one:


PrimaryDamage = 10.0
PrimaryDamageRadius = 25.0
SecondaryDamage = 5.0
SecondaryDamageRadius = 75.0
AttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
FireFX = WeaponFX_NapalmMissileDetonation
FireOCL = OCL_RadiationFieldSmall
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
AntiGround = Yes
DamageDealtAtSelfPosition = Yes
End




...it looks so freggin messed up... I used to have a code where, the ranger would go up to what it wanted to attack, rub up against it basically, then what it attack would catch on fire...i think that one is:


PrimaryDamage = 15.0 ;30.0
PrimaryDamageRadius = 10.0
DamageType = PARTICLE_BEAM
DeathType = BURNED
WeaponSpeed = 250 ; dist/sec

; FireFx left commented out to illustrate particle presence is on object
;FireFX = WeaponFX_SmallFireFieldWeapon

RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250 ; time between shots, msec
End


i think you have to put that one over the "RangerFlashBangGrenadeWeapon" tho.
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Old 07-04-2005, 07:36 PM   #4 (permalink)
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have fun :tard:
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Old 07-04-2005, 07:37 PM   #5 (permalink)
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we allready have a thread like this:
http://www.deezire.net/modules.php?n...ewtopic&t=6962
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Old 07-04-2005, 07:39 PM   #6 (permalink)
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another dumb thing to do is find the "RaptorJetLocomotor" using CTRL + F and scroll down to where it says LateralVelocityRollFactor = [#] and change the number to 20.5 ....that really looks stupid.
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Old 07-04-2005, 08:22 PM   #7 (permalink)
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Not quite, fox, this thread seems to be more like 'dumb ideas that someone might use' rather than 'really interesting ideas that no one came up with' like the trade secrets one's about.
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Old 07-04-2005, 10:11 PM   #8 (permalink)
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i like your avatar slye_fox lol....I made this one south park character like that before, but he is different...if ya wanna see him go to http://www.freewebs.com/ravens_evil_.../websalbum.htm and cycle around to find it.
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Old 07-05-2005, 02:50 PM   #9 (permalink)
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Quote:
Originally Posted by ImmoMan";p=&quot View Post
Not quite, fox, this thread seems to be more like 'dumb ideas that someone might use' rather than 'really interesting ideas that no one came up with' like the trade secrets one's about.
Yes, think of it as a little mix and pick for some interesting though not yet perceived as useful coding.

Here's another one, how many of you took a look at the Avenger's Target Designator weapon?

Modifying it a little can have some very interesting (though for what reason I can't think of, useful) effects...

Code:
Weapon AvengerTargetDesignator
  PrimaryDamage       = 200.0       ; How long (msec) we put the status on the target (should equal or exceed DelayBetweenShots)
  PrimaryDamageRadius = 0.0
  AttackRange         = 200.0 
  DamageType          = STATUS      ; We put an Object Status on the target
  DamageStatusType    = FAERIE_FIRE ; And here is what
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 200         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  LaserName           = AvengerTargetingLaserBeam
  LaserBoneName       = TurretFX03
  FireFX              = WeaponFX_AvengerTargetDesignator
  FireSound           = AvengerPaintWeaponLoop
  FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
End
Bringing your attention to the DamageStatusType tag, aswell as FAERIE_FIRE, which makes the any other unit targeting the Avenger's target fire faster at it you can also put in any of the following instead of FAERIE_FIRE...

IS_CARBOMB, IGNORING_STEALTH, NO_ATTACK_FROM_AI, IS_AIMING_WEAPON, USING_ABILITY, MASKED, RECONSTRUCTING, UNDERGOING_REPAIR, SOLD, CAN_STEALTH, DETECTED, STEALTHED, IS_BRAKING, IS_FIRING_WEAPON, WET, AFLAME, HIJACKED, REPULSOR, PARACHUTING, AIRBORNE_TARGET, NO_ATTACK, NO_COLLISIONS, UNSELECTABLE, UNDER_CONSTRUCTION, CAN_ATTACK, DESTROYED

(ZH): BOOBY_TRAPPED, DISGUISED, REASSIGN_PARKING, KILLING_SELF, STATUS_RIDER8, STATUS_RIDER7, STATUS_RIDER6, STATUS_RIDER5 , STATUS_RIDER4, STATUS_RIDER3, STATUS_RIDER2, STATUS_RIDER1, DECK_HEIGHT_OFFSET

Now just two notes about this...

- Some will have an effect on a targetted unit, some will have no effect whatsoever.

- Firing twice will reverse the effect in most cases.

Additionally, if you know your coding you could get a unit to fire it on itself through a button, of course clicking on it a second time will shut that status off, making some interesting possibilities, eh, if you can find any...
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Old 07-05-2005, 06:04 PM   #10 (permalink)
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So you can have the Avenger fire a weapon that changes the rider on a Combat Cycle? :lol: (Though by changing only the status bit for the Combat Cycle, a Terrorist bike zapped into a Worker bike would still have a Terrorist get off after the player realized what happened.)

Actually, I could think of a use for that. You could give a unit up to 8 interchangeable combinations of WeaponSets, locomotors, and CommandSets. With that, you could code in a real deploy feature, for instance.
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