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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 11-20-2005, 10:16 AM   #1 (permalink)
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Default Harvester

Is there a way so that a harvester unit doesn't need to send the collected money of a supply depot to a supply center?

It should simply collect and send it directly to the player's account, both tasks in one unit. is it possible and how?
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Old 11-20-2005, 01:34 PM   #2 (permalink)
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Well, i believe that if you were to make it so that the Supply unit itself was the supply center by altering its KINDOF...i believe that will work....see how this does:

CASH_GENERATOR SCORE ;as a kind of



If that doesnt work then you may need to add some behavior updates...
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Old 11-20-2005, 04:21 PM   #3 (permalink)
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doesn't work

any other ideas?
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Old 11-20-2005, 10:16 PM   #4 (permalink)
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Simply add supply center codes into unit code.
(Kindof + Modules)
Those harvesters don't unload onto each other,
but they just pop the supply into money

unfortunately, this only works for human players.
AI needs supply center.
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Old 11-21-2005, 07:26 AM   #5 (permalink)
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An alternative may be to make the harvester collect crates, so the harvester just bumps into them to collect. But that would be quite horrible in practice I imagine, unless harvesters were very slow.
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Old 11-21-2005, 09:28 AM   #6 (permalink)
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Quote:
Originally Posted by ssanzing";p=&quot View Post
Simply add supply center codes into unit code.
(Kindof + Modules)
Those harvesters don't unload onto each other,
but they just pop the supply into money

unfortunately, this only works for human players.
AI needs supply center.
but I already tried that and this doesn't work. The harvesters return to base when they're full and want to unload anywhere.
I also could add the supply center entries to my HQ but I when I did so I could not give the order to my harvester that it should unload it's supplies.

Here the template for HQ:
KindOf = PRELOAD STRUCTURE IMMOBILE UNATTACKABLE FS_SUPERWEAPON FS_TECHNOLOGY FS_SUPPLY_CENTER FS_FACTORY SELECTABLE SCORE_CREATE MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT IMMUNE_TO_CAPTURE CAN_ATTACK FS_AIRFIELD COMMANDCENTER CASH_GENERATOR
(and the 3 module tags of supply center)

I guess, some KindOf's maybe deactivate each other...


Here the template for Harvester:
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SALVAGER SCORE CASH_GENERATOR FS_SUPPLY_CENTER
(and the 3 module tags of supply center)

nothing happens...


The point that it works only for human players is not important, cause the mod can only be played by humans. The AI faction doesn't have such units.
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Old 11-21-2005, 11:10 AM   #7 (permalink)
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It might work if you made a separate "supply centre" object, than attached it to the harvester using the overlord logic. Since it would be in perminent contact with the "supply centre" it would drop off money instantaniouselly (well in theory anyway).
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Old 11-21-2005, 01:03 PM   #8 (permalink)
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Try using overlord contain & make it a supply center.

EDIT: Oops, what Alphathon said
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Old 11-21-2005, 01:59 PM   #9 (permalink)
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good idea. i'll test it out when i've time.
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Old 11-24-2005, 10:14 AM   #10 (permalink)
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hm the overlord logic doesn't work, too
any other ideas?
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