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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » About Crates (longer lasting, targettable and destroyable)

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-29-2005, 04:58 AM   #1 (permalink)
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Default About Crates (longer lasting, targettable and destroyable)

I'm working on something with the PickupScience of the SalvageCrate so that it would also be available for USA and China, but unlike GLA, they wouldn't be able to pick it up, but what I want is for both of them to be targettable, meaning the mouse cursor can select them so they can be forced fire, kinda like 'securing the area' thingie.

I mean, for example, I got into an engagement with GLA units, of course some of my units will be taken out, thus making them into piles of slavage crates, but I don't want them to get a hold of those salvage crates so I force fire on them so no upgrades for those GLA units coming back for it. So how can I make them targettable, mouse selectable, able to be runover and destroyable?

Second, this'll be in favor when I'll be playing as GLA. How can I make salvage crates last longer? I mean, I know this part of the code...


Code:
Behavior = DeletionUpdate ModuleTag_03 
    MinLifetime  = 30000   
    MaxLifetime = 35000   
End
How long exactly is 30000/35000? What values do I have to input to make them last, say 30 mins to 1 hour?

Thanks in advance for any assistance!
Indigo
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Old 08-29-2005, 05:59 AM   #2 (permalink)
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1)
The crates must have an ActiveBody Module, Health and Armor. KindOf = +SELECTABLE

2)
30000 means 30000 milliseconds (=30 seconds)
so 1/2 hour = 1.800.000 and 1 hour = 3.600.000 milliseconds (without dots)
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Old 08-29-2005, 09:04 AM   #3 (permalink)
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Thanks, I got the crates longer...I'm still working on making it targettable/destroyable.
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Old 08-29-2005, 09:20 AM   #4 (permalink)
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hm, the KindOf is like this "KindOf = PARACHUTABLE SELECTABLE" isn't it?
maybe try to add FORCEATTACKABLE and:

Behavior = DestroyDie ModuleTag_DestroyDie
;nothing
End
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Old 08-29-2005, 12:42 PM   #5 (permalink)
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Yes it is.

But the FORCEATTACKABLE, that I haven't seen from any parts of the INI coding.

Thanks again.
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Old 08-29-2005, 01:53 PM   #6 (permalink)
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KindOf = PARACHUTABLE SELECTABLE FORCEATTACKABLE

does it work?
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Old 08-29-2005, 07:39 PM   #7 (permalink)
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I'll give it another kick, thanks

EDIT:

Ok, after trying that out...and after that...I gave it an ActiveBody module, health and armor. And still didn't work. Upon opening the WB, I found this error

Quote:
ASSERTION FAILURE: ArmorTemplate ProjectileArmor not found!
What does this mean and where can I find this ArmorTemplate Projectile armor?
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Old 08-30-2005, 12:39 PM   #8 (permalink)
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hm in Armor.ini but it should work :/
post the complete crate code please.
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Old 08-30-2005, 03:00 PM   #9 (permalink)
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Ok

Code:
Object SalvageCrate
  Draw = W3DScienceModelDraw ModuleTag_01
    RequiredScience = SCIENCE_GLA
    DefaultConditionState
      Model = PMJnkCrate
    End
  End
  EditorSorting = MISC_MAN_MADE
  KindOf = PARACHUTABLE SELECTABLE
  Behavior = SalvageCrateCollide ModuleTag_02
    ForbiddenKindOf = PROJECTILE
    PickupScience = SCIENCE_GLA
    WeaponChance = 100%
    LevelChance = 25%
    MoneyChance = 75%
    MinMoney = 25
    MaxMoney = 75
  End
 
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE
  Body = ActiveBody ModuleTag_02
    MaxHealth = 80.0
    InitialHealth = 80.0
  End

  ArmorSet
    Conditions = None
    Armor = HumanArmor
    DamageFX = InfantryDamageFX
  End

  Behavior = DeletionUpdate ModuleTag_03
    MinLifetime = 30000   
    MaxLifetime = 35000   
  End
  Geometry = BOX
  GeometryMajorRadius = 12.0
  GeometryMinorRadius = 12.0
  GeometryHeight = 12.0     
  GeometryIsSmall = Yes    
  Shadow = SHADOW_VOLUME
End
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Old 08-30-2005, 04:00 PM   #10 (permalink)
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ah I see what the problem is. try this:

Code:
  ArmorSet
    Conditions = None
    Armor = ProjectileArmor ; <-- the game is searching for this I think
    DamageFX = None
  End
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