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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 07-08-2005, 07:55 PM   #31 (permalink)
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okie dokie...
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Old 07-09-2005, 06:44 AM   #32 (permalink)
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Well it worked fine, thats 1 problem sorted, but now ive gotta try and get it to arirlift a hummer.
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Old 07-09-2005, 03:37 PM   #33 (permalink)
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Hey all ive managed to make the skin look better on thge gunship, heres 2 pics of it. 1 of the pics is the damaged model, and the other is a screen shot from in-game, im also trying my best to code it so that it can Airlift hummers, so if anybody could walk me through the coding process that would be mucha appreciated



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Old 07-11-2005, 06:53 PM   #34 (permalink)
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hm........... this one is a feat! Well, if you screwed around with the supply behavior somehow as how they have it under the chinook with the:

ConditionState = CARRYING
Model = AVChinook_A ;Carrying a full wobbly net of stuff
Animation = AVChinook_A.AVChinook_A
AnimationMode = LOOP
TransitionKey = TRANS_Full
WaitForStateToFinishIfPossible = TRANS_PickingUp
End


and the...:Behavior = ChinookAIUpdate ModuleTag_07
MaxBoxes = 18
SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction)
SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions)
SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan)
SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted
NumRopes = 4
; these define how long we can wait, once a guy is on-rope, before throwing another
; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely
; and we'll wait for each guy to clear before spawning another.
PerRopeDelayMin = 900
PerRopeDelayMax = 1500
RopeWidth = 0.5
RopeColor = R:0 G:0 B:0
RopeWobbleLen = 10
RopeWobbleAmplitude = 0.25
RopeWobbleRate = 180
RopeFinalHeight = 10 ; stop this far above ground
RappelSpeed = 30
MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it



and also the...:

Behavior = TransportContain ModuleTag_08
Slots = 8
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
End

also tho...i think you might have to play around with the humvee kindof... thats just my hypothisis...more of a guestimate actually...but...hey...i tried...



p.s.: this may also help, it is the code of the SupplyPileSmall


; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba.
KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI

Behavior = SupplyWarehouseCreate ModuleTag_03
;nothing
End
Behavior = SupplyWarehouseDockUpdate ModuleTag_04
AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside
NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
StartingBoxes = 50 ; Even if you use a script to set the cash value, this will determine graphically what "full" is.
DeleteWhenEmpty = Yes
End
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Old 07-13-2005, 07:43 AM   #35 (permalink)
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Ive almost got it coded but it keeps runing into problems, ill figure it out soon
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Old 07-13-2005, 07:01 PM   #36 (permalink)
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well, y dont ya list some of the problems so we have a heads up and might be able to help ya fix it...
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Old 07-14-2005, 01:25 PM   #37 (permalink)
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WooooooooooooooooooooHaaaaaaaaaaaaaaaaaaaa ive got it somewhat Airlifting ill post a screen shot up in a few minuetes.
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Old 07-14-2005, 04:00 PM   #38 (permalink)
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ya did! great! cant wait to see the pics...was i right about the supply kind ofs and behaviors?
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Old 07-15-2005, 02:05 PM   #39 (permalink)
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Well heres the airlifting thig just getting screwed up, i dont think this is really possible airlifting, but im still gonna have a go at the code.
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Old 07-15-2005, 04:16 PM   #40 (permalink)
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yea, airlifting does seem a little hard...there is always the 3rd option...:


Make the chinook animations and bones and the humvee animations and bones connect and stuff...but that would take forever...it wouldnt be as simple as just playing around with the supply code if you had to do that.
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