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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 01-03-2006, 12:24 PM   #1 (permalink)
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Default Crushing Logic

Hey all

I have read the tutorial on adding the Crushing logic back in-game and noticed it said that it was available through the use of a command button in every vehicles command set.

Has anybody done it this way?

I have tried for a few days now but i still can`t seem to get it right. Any help would be much appreciated
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Old 01-03-2006, 12:51 PM   #2 (permalink)
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whats crushing logic
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Old 01-03-2006, 01:28 PM   #3 (permalink)
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Quote:
Originally Posted by SamB";p=&quot View Post
whats crushing logic
I don`t want to seem nasty mate, but don`t post if you can`t help me.

Check the tutorials part of this website and look for the crushing logic tutorial
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Old 01-03-2006, 01:50 PM   #4 (permalink)
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Is it the attaching to a button bit you can't get to work? It might help if you posted a sample here so we can see where you might have gone wrong.
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Old 01-03-2006, 03:04 PM   #5 (permalink)
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Quote:
Originally Posted by Ambershee";p=&quot View Post
Is it the attaching to a button bit you can't get to work?
I can`t seem to get any of it to work, All that i have working is the Crushing logic itself AND the "VoiceCrush" voice line in the vehicles Audio parameters and thats it im afraid
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Old 01-03-2006, 10:21 PM   #6 (permalink)
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Ah - well you need a button or a key bind to get it working - if you don't do that then you've got nothing to trigger the Ai event from occuring...
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Old 01-04-2006, 04:37 AM   #7 (permalink)
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Ahh that could be mate. Any chance you could walk me through it? I have absolutely no idea where to start
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Old 01-04-2006, 10:05 AM   #8 (permalink)
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Sure thing - I'll take a look at it when I get back from vacation in a couple of days - if you can hold on until then !!
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Old 01-04-2006, 11:47 AM   #9 (permalink)
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Sure thats ok

Still got to try and do the cluster bombs as well so im sure i can wait for you
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Old 01-05-2006, 06:40 AM   #10 (permalink)
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Ok, in your commandmap.ini you should have the following changed;

Code:
; Force Move has been commented out because we are going to remove it entirely
; from the Command map. It will live in the UI only. However, I suspect that 
; it will be back soon, under a different guise, so I don't wanna just remove 
; it. - jkmcd 10/09
;
CommandMap BEGIN_FORCEMOVE
  Key = KEY_NONE
  Transition = DOWN
  Modifiers = ALT
  UseableIn = GAME
End

CommandMap END_FORCEMOVE
  Key = KEY_NONE
  Transition = UP
  Modifiers = ALT
  UseableIn = GAME
End
;------------------------------------------------------------------------------
This binds the force move command to the combination of holding down ALT and left mouse clicking - the default command in the other CnC games.

This clashes with the waypoint tool, as described in the tutorial, so reassign the Key = field in either as necessary.


You can also create a button that you can put in a unit command set;
You do need to enable the commandmap stuff first mind.

Take a look at this one - it uses the yellow crosshair;

Code:
; AmberZ CRUSH!! Button.
CommandButton Command_CrushCommand
  Command       = BEGIN_FORCEMOVE
  Options       = NEED_TARGET_POS
  CursorName    = Place
  InvalidCursorName       = GenericInvalid
End
You should be able to figure out the rest from there.

Hope it helps.

Edit:

Quick boo-boo. You also need to edit mouse.ini to include the Place cursor.

Code:
MouseCursor Place
  Texture             = SCCPlace
  Image               = SCCPlace
End
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