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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 07-07-2005, 02:54 PM   #21 (permalink)
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well ctrl + f helps man...helps ya find stuff with the notepad and the final big
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Old 07-07-2005, 02:55 PM   #22 (permalink)
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ok that thing looks nice man... say cattman2236, what w3d importer do you use and where did ya get it? [dont worry, im not a cop, just a curious noobie...lol]
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Old 07-07-2005, 03:07 PM   #23 (permalink)
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The w3d importer i use comes with the ren-x plugin for g-max
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Old 07-07-2005, 03:14 PM   #24 (permalink)
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well, mines does too but is there better ones out there?
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Old 07-07-2005, 03:20 PM   #25 (permalink)
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im not sure mate, but i would imagine so, have a look on google.
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Old 07-07-2005, 04:11 PM   #26 (permalink)
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lol..k i will try
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Old 07-07-2005, 04:12 PM   #27 (permalink)
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get w3d importer or die trying...lol
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Old 07-08-2005, 07:22 AM   #28 (permalink)
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Well i got the rocket pods and gattling guns working, but the shell casings from the gattling cannon go upwards and come out of the chinooks cockpit, can some one tell me how to code the shells to go straight down please.

P.S Hope you like the picture
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Old 07-08-2005, 05:03 PM   #29 (permalink)
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Well cattman, you can find the shells in the FXList.ini under WeaponFX_GenericMachineGunFire you should see:

ParticleSystem
Name = FallingShells
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End


And if you make a edit the offset maybe, that should work...if not, go to particlesystem.ini, search using ctrl + f for FallingShells and then change the gravity to a higher number. Or what you could do, is just make new fx or a new particle systems, but have it do almost the same thing as the old ones do [so that the ranger, gattling cannon, and other machine guns dont have the same effect of the gunships]
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Old 07-08-2005, 06:32 PM   #30 (permalink)
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Ahh cheers mate, ill try it out now.
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