 |
Forum Info
|
 |
Forum Members: 18,537
Total Threads: 8,627
Posts: 94,210
Administrators:
DeeZire, Redemption
There are currently 108 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-27-2005, 10:50 PM
|
#21 (permalink)
|
|
Senior Member
Join Date: Dec 2003
Posts: 217
|
Quote:
Originally Posted by scoobasnacks";p="
lol smokey i dont know i been getting these 2 particular people talking alot of crap, because i posted in the wrong part of the forum. plus they are saying i am posting alot but in reality we have been responding to each others posts.
maybe i should'nt ask anymore questions if this is going to be how were treated for it when i thought the forums were here for that reason.
oh well i ddont know buddy.
|
Oh, for god's sake, can't you just let that go? Don't act the victim in all this, nobody is going to feel guilty for pointing out the facts.
|
|
|
11-28-2005, 12:13 AM
|
#22 (permalink)
|
|
Member
Join Date: Oct 2005
Posts: 61
|
where in my post did i ask anyone to feel sorry or guilty for me?
i dont see that, and another i was talking to smokey around when that was happening so please grow up and you drop it you are now carrying it to a dumb level.
and trust me i will not respond to you again i think you and the other 3 must get off on harrassing people over something so lame.
|
|
|
11-28-2005, 12:13 PM
|
#23 (permalink)
|
|
Senior Member
Join Date: Jun 2003
Location: Texas
Posts: 709
|
They were dropped due to issues with pathfinding and it's impossible to restore them to they way they are in other CNC games where you still pay for the wall with linebuild and the dozer builds all the pieces placed when line building.
|
|
|
11-28-2005, 01:59 PM
|
#24 (permalink)
|
|
Member
Join Date: Oct 2005
Posts: 61
|
yeah that is what smokey was saying but he did get his to work he was telling me how he did it, but i have'nt got to do it yet, been so busy...
but thanks for the info, vanguard... :O
|
|
|
12-06-2005, 08:12 AM
|
#25 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 339
|
Quote:
Originally Posted by Vanguard";p="
They were dropped due to issues with pathfinding and it's impossible to restore them to they way they are in other CNC games where you still pay for the wall with linebuild and the dozer builds all the pieces placed when line building.
|
Vanguard is right, not only the pathfinding sucks...the walls made the dumb AI even dumber.
|
|
|
12-08-2005, 11:44 PM
|
#26 (permalink)
|
|
Senior Member
Join Date: Jun 2003
Location: Texas
Posts: 709
|
Ummm that qualifys as a Pathfinding issue Yayo, they can't find their way around it, oh and no Smokey didn't get them to work the way they once were, it just isn't possible without hacking the dat file, and you can't do that and still have the game working.
|
|
|
01-18-2006, 03:38 PM
|
#27 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 109
|
I know ... old topic, but I was merely curious as to how the AI units handle the addition of walls? Do they just sit there and do nothing ... or will the AI attack the wall until it is destroyed?
- Colton
|
|
|
01-18-2006, 04:34 PM
|
#28 (permalink)
|
|
Senior Member
Join Date: May 2004
Posts: 144
|
Quickie idea: Can you make a small section as a building, then give it the ability to build or spawn another section next to it, which can be a seperate object and be able do the same? (Of course the new section would have to be different as you don't want it to be the same as the first and be able to make a new one in the same spot as the previous one.)
Basically, it could be used by the player like this:
A contruction unit can build a hub type wall piece.
Then the post itself can build sections as upgrades, one per four or more sides.
A produced section can build either one section in the following direction or another hub.
My question is: can a building build or spawn another building in a certain location without the spawned object being a child? Basically not behaving like Overlord contain where the spawned object is not a sub-object?
Oh, I just thought of another thing: How about a long, skinny, flat structure that basically spawns immobile units that act as pieces of a wall?
The building itself can't be targetted by an enemy or be an obstruction, perhaps to keep pathfinding working properly.
I'm thinking along the lines of the way an airfield or stinger site can hold units.
|
|
|
01-18-2006, 04:54 PM
|
#29 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
Well thinimus, i guess you can sort of use the overlord logic.... but have the bones to the side of the wall... and have 2 upgrades; Build Wall left, and/or Build Wall Right
|
|
|
01-18-2006, 05:08 PM
|
#30 (permalink)
|
|
Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
|
Does overlord logic actually work on buildings? I don't think it does.
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 09:29 PM.
|