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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 07-09-2005, 10:17 PM   #1 (permalink)
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Default Portal System

This may be far fetched, but I was hopping that I could code this building that comes with each base (more can be built for every command center) so that you can have units walk in and you can select which portal they end up at. I don't want it to be team specific, making it so that they must be guarded. Also, I was hoping that there might be upgrades that could be purchased possibly to make it team specific, but that is for a later time and do not want help on that specific part of it.

If anyone has any ideas, the help would be much apreciated.

Thanks,
X'ycosis
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Old 07-09-2005, 10:40 PM   #2 (permalink)
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why not just use the tunnel network logic? you can send the units into the tunnel network (but use a different model that looks like a portal) then select the portal you want them to come out of and evacuate it.

But I assume you want it to work like the tunnels in tib sun where you send units in one end and they automatically come out the other end, but in your case there are multiple tunnel exits. sooo....

I think there is a go-around for this. You use the tunnel network code, you can build tunnel networks anywhere on the map just like normal, except the tunnel network you want to be the "active exit", you click a button that upgrades it to the primary "active exit", this is actually an upgrade that drops a weapon on itself every second that forces evacuation.

I believe this could work very nicely with a little work.
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Old 07-09-2005, 11:08 PM   #3 (permalink)
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And could this possibly be used to make it so it's not team specific? I am going for a stargate effect (you have seen the show, I assume) where you step in and you pick which portal you would come out. For it to work like a stargate, anyone would be able to use anyones gate. I originally thought that the tunnels would be my best bet, but I thought there might be another way. Any idea how I would go about doing this?
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Old 07-09-2005, 11:56 PM   #4 (permalink)
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Yes I figured when you said portal, you meant stargate. that show owns.

well you COULD make the tunnel network "portals" indestructable AND capturable. And if you dont want them to be buildable, you can script maps so if you capture one you capture them all. that way, one person can capture, move his units and then if someone else starts to capture the gates, that just means he can use it for at least 30 seconds until you recapture them, that is if you want to. Just call each portal something like "stargate nework" or something, so you capture the entire network.

But personally I dont like the idea of you capturing one, and gaining them all.
A compromise is just to make them all industructable and captureable, and you have to hold at least 2 points, and keep them secure in order to use the gates.
which means you have to get to the other gate before you use it.

Realistically, if you were doing a stargate mod, you woulden't use the gates often, your units would come through the gate and set up base, and recieve reinforcements through the gate, not use the gate to move around the map.

There is always something you can do to solve your problem. the hardest being learn to code and make your own engine :-p
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Old 07-10-2005, 01:44 AM   #5 (permalink)
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Heh, making my own engine would be rather difficult. I have only recently been getting into modding for this game. Most of my knowledge comes from the Half-Life games since I make maps for that and program AMX mod plugins. I realize what you mean with the stargates and how they are not used on a wide scale.

Infact, today I just recently began messing around with some ideas because I was bored and can't wait for the next season to start... lol. Thanks for the help though, and let me know if you think of other ideas.

Also, is it possible to make like capture points, like DOD or BF1942 where if you capture all of the points and the enemy base, you win (or destroy every enemy unit). I thought that might make fun gamplay. And perhaps have special bonuses for each point, making them more important. If thats possible (I imagine it is easier than my previous idea), then it could make for a cool mod, lol.

Thanks for the help man,
X'ycosis
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Old 07-10-2005, 02:47 AM   #6 (permalink)
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well i suppose it is possible. you could script a map so if you capture all of one type of building on the map, it would make you automatically win, or.... once you capture all of the contol points, it drops a weapon in the middle of the map that has a explosive radius to cover the whole map and would do enough damadge to kill anything. But I would have to research that more, as I am a 3d artist and I suck when it comes to coding/scripting.
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Old 07-10-2005, 02:54 AM   #7 (permalink)
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Thanks for the feed back, man.

Let me know what you find out. I also suck at scripting but I am figuring out how the coding works.
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Old 07-10-2005, 07:34 AM   #8 (permalink)
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You're in luck, there's an alternative module to the tunnel one called 'CaveContain', it was a module that was to be used for non-team specific tunnels that would be found on official maps.

Code:
Behavior = CaveContain ModuleTag_Cave
[objects will be connected to the same cave system (eachother) if they share the CaveIndex]
	CaveIndex = [integer, can be adjusted in WorldBuilder, required]
	AllowInsideKindOf = [KindOfs]
	ForbidInsideKindOf = [KindOfs]
End
Caves that have the same cave index connect to eachother, you can also redefine the caveindex of one particular cave in the worldbuilder through a script.

Im going to suggest something further, which may suite your goals better but it may get complicated.

First of all, presumably you would like to use a portal which your units are right next to, so you will need to activate it in some way, my suggestion is a specialised weapon, make the portals have armour resistant to every conventional weapon but reserve one damagetype which destroys the portal and replaces it with a copy that's the activated one. You can do this by fiddling with the death modules, you want no effects and it to OCL a cavecontain version of the gate.

The weapon used to do this can be disguised as an 'activate gate' button on every unit, similar to the Jarmen Kell snipe vehicle button except you don't want a recharge, simply select a unit, click the button then target the gate and it will 'turn on', letting your units get in.

The next bit is real clever, first make sure all portals reveal themselves to everyone (look at the superweapon building codes for this), next, give each portal an almost exact copy of this gate activation weapon except it has no range limits, so, to transport to another portal simply select the weapon and find the portal you want to teleport to, it should also be possible to OCL the ungarrison weapon on the exit portal target at the right time too, making whatever units you have in your entry portal instantly come out at the exit portal, you also need to reverse the activation weapon to destroy the activated portals and replace the portals with unactivated portals.
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Old 07-10-2005, 12:07 PM   #9 (permalink)
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Well,
That sure is complicated...

Would making them as static objects in each map work without much work, because to tell you the truth, I am very new at this and am not quite sure how to do this. I know what you mean, but I am not very good with getting modules to work. I will try it tho... Thx man.
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Old 07-10-2005, 12:22 PM   #10 (permalink)
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Is it possible to have the gate have a weapon that triggers itself?

Also, where in the building code would I set it to be immune to certain damage types.
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