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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 11-16-2005, 02:09 PM   #1 (permalink)
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Join Date: Nov 2005
Posts: 15
Default General powers

(Just a prelude, I posted this over at cncden when the site was down, since nobody over there is really taking an interest in the thread, I figure ill spam it over to here , so sorry if parts of it are a little related to there (or the spelling / grammer is awful), but I need to get to the gym now, and wanted to post this before I went.)


Hey

I read Slees (over at cncden) article on super weapon additions and general weapon additions, thinking itd help me on a power I was trying to add, while it went a long way towards showing me what I specifically needed to do, it didnt quite get me the entire way, and after spending most of the evening working on it, I figured I might just ask.

Im currently trying to add an ability to the GLA which places a timed c4 charge on any given vehicle or structure, now ive added most of the required items from the tutorial, but obviously some wouldnt be needed (the napalm plane and weapon.)

The current responce from the files is to enable the user to select the power, and to get the timed c4 icon, however, you cant place it on anything.

Heres the contents of some of the files currently:

Special Power:

*I also tried enum = Special_Timed_Charge, or something similar*

SpecialPower SuperweaponGLADetonation ;The name we will refer to in other ini's
Enum = SPECIAL_CASH_HACK ;Ok I dont really know what this bit does(HELP?)
ReloadTime = 300000 ; in milliseconds ;it will take 300 secs (5 mins) to reload
InitiateSound = AirRaidSiren ;When fired it makes this sound
InitiateAtLocationSound = NukeAirRaidSiren ;The sound plays around where we are targeting
RequiredScience = SCIENCE_GLADetonation ;the science from previous tutorial
PublicTimer = No ;Other players cant see the power countdown
SharedSyncedTimer = Yes ;See below
ViewObjectDuration = 30000 ;We will see the target area for this long
ViewObjectRange = 250 ;How far player can see around target area
;RadiusCursorRadius = 100 ;How big the target cursor is (match this to OCL)
End

Object Creation List:

ObjectCreationList SUPERWEAPON_GLADetonation
CreateObject
ObjectNames = TimedC4Charge
Count = 1
ContainInsideSourceObject = Yes
End
End


Snippit in the commandcenter

Behavior = OCLSpecialPower ModuleTag_Napalm ;Tell the game we are going to create an object by giving it this behaviour
SpecialPowerTemplate = SuperweaponGLADetonation ;This is all to do with this specialpower
OCL = SUPERWEAPON_GLADetonation ;Reference this from the OCL to create the transport
CreateLocation = CREATE_AT_LOCATION ;create at the closet edge nearest where we are firing from (CommandCenter)
End


Command button

CommandButton Command_GLADetonation
Command = SPECIAL_POWER
SpecialPower = SuperweaponGLADetonation
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = SCIENCE:GLADetonation
ButtonImage = SUSuicideAttk
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipGLAScienceGLADetonation
CursorName = PlaceTimedCharge
InvalidCursorName = PlaceChargeInvalid
End

CommandButton Command_GLADetonationFromCommandCenter
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponGLADetonation
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = SCIENCE:GLADetonation
ButtonImage = SUSuicideAttk
; ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipGLAScienceGLADetonation
CursorName = PlaceTimedCharge
InvalidCursorName = PlaceChargeInvalid
End

That should be all thats actually needed to be seen to affect what the weapon does.

Does anyone know how to make this work? or see what I might be doing wrong?

Thanks for your time
Pill
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Old 11-16-2005, 03:11 PM   #2 (permalink)
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Join Date: Jun 2003
Location: Germany
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Default

uh...
how do you wonna do this? the C4 charges must be linked with the vehicles in your case. So they need to be mobile units that can move to their targets.

Own ENUM doesn't work cause it's hardcoded and will be read from the engine.

ObjectCreationList SUPERWEAPON_GLADetonation
CreateObject
ObjectNames = TimedC4Charge
Count = 1
ContainInsideSourceObject = Yes -> this would mean the charges will be spawned in an parent object from your own side... but which?
End
End
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Old 11-16-2005, 06:01 PM   #3 (permalink)
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so id basically need to create a new invisible unkillable unit, thats sole purpose in life is to drop the charge on the vehicle / structure and then be destroyed?

Kinda like having the b52 fly in and drop bombs, but unkillable and invisible?

and once this unit was created, id have to tell it to drop the c4 charge on the target enemy vehicle or structure?

(sorry if im being dense, just checking this is what I need to do)
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