 |
Forum Info
|
 |
Forum Members: 18,532
Total Threads: 8,620
Posts: 94,167
Administrators:
DeeZire, Redemption
There are currently 94 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-25-2005, 01:54 PM
|
#1 (permalink)
|
|
Member
Join Date: Oct 2005
Posts: 61
|
making buildable walls
does anyone know if this has been done yet, cause i have not seen it.
but i am wondering if it is possible to make a wall?
i cant imagine why some of the things that were left out in this game.
alot of the stuff we ask for here is a logical thing you would have expected to be in the game, it is almost like EA wanted to see if we could all do these things on our own.
maybe so they could get the games out quicker, and figure what they dont put we will, if it is at all possible on some of the ideas we share.
but anyways if anyone has an idea on doing this let me know please.
i would love to be able to get a compound going and make it harder for someone to infiltrate my base, as it seems way to easy for someone to just walk in and say hi as it stands rightr now.
i am not big on uninvited guests just dropping by.
sorry for the long post, but i had to ask. :P
|
|
|
11-25-2005, 03:30 PM
|
#2 (permalink)
|
|
Senior Member
Join Date: May 2004
Posts: 144
|
EA intended base defense to be low so that the game had less turtling and more unit usage.
Anyway, for walls, the best way would be to make them in long peices so they build quickly and can be easily placed.
Unfortunately you can't do something similair to other CNC games where you pick a few spots and the game fills in the space.
|
|
|
11-25-2005, 03:34 PM
|
#3 (permalink)
|
|
Member
Join Date: Oct 2005
Posts: 61
|
well see that is where EA went wrong, they went off CNC norms, and left us to try and fill in the blanks.
and i dont want to place walls and it filled in, i would like to see a unit constructing it.
|
|
|
11-25-2005, 04:16 PM
|
#4 (permalink)
|
|
Senior Member
Join Date: Jun 2003
Location: Germany
Posts: 363
|
you can build walls by using the KindOf LINEBUILD. But no money will be payed for the walls when you do so. So what Thinimus said is quite the best and only way to have walls in game.
|
|
|
11-25-2005, 04:34 PM
|
#5 (permalink)
|
|
Member
Join Date: Oct 2005
Posts: 61
|
hey dibelius what uses the linebuild? i have'nt gandered at that one yet?
and i wonder if what your talking about you can add a cost tag to it?
|
|
|
11-25-2005, 05:38 PM
|
#6 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
I made a buildable wall on my mod...they come in links about [if actual size] 2 meters long and there are 5 of them together. Take a look at the pic here to see what i mean...I dunno if this is what you wanted but i just wanted you to know I had a buildable wall out there...
http://mods.moddb.com/gallery/image/33778/
|
|
|
11-25-2005, 05:50 PM
|
#7 (permalink)
|
|
Member
Join Date: Oct 2005
Posts: 61
|
nice smokey, do you have code for it if you dont mind me using it, and YES that is def what i want glad someone got it, not to derog the rest by far.
|
|
|
11-25-2005, 09:53 PM
|
#8 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
ok well, first you also have to make a renx model, just import the chain link fence, skin it, and link 5 of them together... but here is the code for it...
Object EMCWall
; *** ART Parameters ***
SelectPortrait = SAFence_L
ButtonImage = SAFence_L
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = EMCUberWall
End
ConditionState = DAMAGED
Model = EMCUberWall
End
AliasConditionState = REALLYDAMAGED
ConditionState = RUBBLE
Model = EMCUberWall
End
End
PlacementViewAngle = -135
DisplayName = OBJECT:FenceWall
Side = EMC
EditorSorting = STRUCTURE
Prerequisites
Object = EMCPowerPlant
End
BuildCost = 500
BuildTime = 5.0
CommandSet = ChinaSupplyTruckCommandSet
VisionRange = 20.0
ShroudClearingRange = 20
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200
VoiceSelect = WarFactoryUSASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE
Body = StructureBody ModuleTag_09
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = SlowDeathBehavior ModuleTag_04
SinkRate = 0.005 ; in Dist/Sec
SinkDelay = 100000
DestructionDelay = 10000
End
Geometry = BOX
GeometryMajorRadius = 10
GeometryMinorRadius = 2
GeometryHeight = 7.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
I can give you the model if ya ask nicely...cause if you just plug this in, it wont do nothing, you need the model i made also, not unless you make your own...
|
|
|
11-25-2005, 10:50 PM
|
#9 (permalink)
|
|
Member
Join Date: Oct 2005
Posts: 61
|
hey thanks for that fence code smokey, i am going to try and get that in to.
EDIT: lol smokey i did'nt obviously pay to much attention to your post LOL
PLEASE smokey, hehe.
I BEG OF YOU lol... see ya later buddy.
|
|
|
11-25-2005, 11:40 PM
|
#10 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
ok...well, i gotta send you the model...give me somethin like an e mail address or something so i can e mail it to you...you got AIM or YIM?
|
|
|
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 11:38 AM.
|