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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 11-27-2005, 10:50 PM   #21 (permalink)
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Quote:
Originally Posted by scoobasnacks";p=&quot View Post
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.
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Old 11-28-2005, 12:13 AM   #22 (permalink)
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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.
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Old 11-28-2005, 12:13 PM   #23 (permalink)
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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.
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Old 11-28-2005, 01:59 PM   #24 (permalink)
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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
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Old 12-06-2005, 08:12 AM   #25 (permalink)
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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.
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Old 12-08-2005, 11:44 PM   #26 (permalink)
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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.
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Old 01-18-2006, 03:38 PM   #27 (permalink)
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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
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Old 01-18-2006, 04:34 PM   #28 (permalink)
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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.
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Old 01-18-2006, 04:54 PM   #29 (permalink)
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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
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Old 01-18-2006, 05:08 PM   #30 (permalink)
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Does overlord logic actually work on buildings? I don't think it does.
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