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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 03-12-2006, 12:28 PM   #1 (permalink)
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Default Enabling Early Base Alerts

Using the EnemyNear idea, I can't seem to get this to work with my AmericaBunker.

I added this:

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
VoiceMeetEnemy = AirRaidSiren
End

and this ...

Behavior = EnemyNearUpdate ModuleTag_11
End

What am I missing?

- Colton
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Old 03-12-2006, 09:31 PM   #2 (permalink)
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You might need to add an AI module to that object.
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Old 03-13-2006, 03:20 AM   #3 (permalink)
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well the thing works for me...loook at this infantry code maybe this will help xD

Code:
Object AmericaInfantryMarine
  SelectPortrait          = Rank_Private_USA
  ButtonImage            = Rank_Private_USA
  UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo2 = Upgrade_InfantryCaptureBuilding
  UpgradeCameo3 = Upgrade_AmericaChemicalSuits
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A
    DefaultConditionState
      Model             = AIMRN_SKN
      IdleAnimation     = AIRngr_SKL.AIRngr_STA 0 35
      IdleAnimation     = AIRngr_SKL.AIRngr_IDA
      IdleAnimation     = AIRngr_SKL.AIRngr_IDB
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = SECONDARY Muzzle
      WeaponLaunchBone  = SECONDARY Muzzle
      TransitionKey     = TRANS_Stand
    End
    ConditionState      = REALLYDAMAGED
      IdleAnimation     = AIRngr_SKL.AIRngr_STB 0 35
      IdleAnimation     = AIRngr_SKL.AIRngr_IDC
      IdleAnimation     = AIRngr_SKL.AIRngr_IDD
      AnimationMode     = ONCE
      TransitionKey     = TRANS_StandInjured
    End
    TransitionState     = TRANS_Stand TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_SA2SB
      AnimationMode     = ONCE
    End
    ConditionState      = USING_WEAPON_A
      Animation         = AIRngr_SKL.AIRngr_ATA
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringA
    End
    ConditionState      = USING_WEAPON_A REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_ATA2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringAInjured
    End
    TransitionState     = TRANS_FiringA TRANS_FiringAInjured
      Animation         = AIRngr_SKL.AIRngr_A2WAA
      AnimationMode     = ONCE
    End
    TransitionState     = TRANS_Stand TRANS_FiringA
      Animation         = AIRngr_SKL.AIRngr_ATAST
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End
    TransitionState     = TRANS_FiringA TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_ATAED
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End
    TransitionState     = TRANS_StandInjured TRANS_FiringAInjured
      Animation         = AIRngr_SKL.AIRngr_S2WAA
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End
    TransitionState     = TRANS_FiringAInjured TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_WAA2S
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End
    TransitionState     = TRANS_Stand TRANS_Move
      Animation         = AIRngr_SKL.AIRngr_STA2RNA
      AnimationMode     = ONCE
    End
    ConditionState      = PREATTACK_B 
      Animation         = AIRngr_SKL.AIRngr_ATBA
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringB
    End
    AliasConditionState = PREATTACK_B MOVING
    AliasConditionState = PREATTACK_B FIRING_B
    AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B
    ConditionState      = FIRING_B
      Animation         = AIRngr_SKL.AIRngr_ATBB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringB
    End
    ConditionState      = BETWEEN_FIRING_SHOTS_B
      Animation         = AIRngr_SKL.AIRngr_ATBB
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_FiringB
      WaitForStateToFinishIfPossible = TRANS_FiringB
    End
    AliasConditionState = RELOADING_B
    TransitionState     = TRANS_Stand TRANS_FiringB
      Animation         = AIRngr_SKL.AIRngr_ATBST1
      AnimationMode     = ONCE
    End
    TransitionState     = TRANS_FiringB TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_ATBST2
      AnimationMode     = ONCE
    End
    ConditionState      = PREATTACK_B REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_ATB2A
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringBInjured
    End
    AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED
    AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED
    AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
    ConditionState      = FIRING_B REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_ATB2B
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringBInjured
    End
    ConditionState      = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_ATB2B
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_FiringBInjured
      WaitForStateToFinishIfPossible = TRANS_FiringBInjured
    End
    AliasConditionState = RELOADING_B REALLYDAMAGED
    TransitionState     = TRANS_StandInjured TRANS_FiringBInjured
      Animation         = AIRngr_SKL.AIRngr_ATB2ST1
      AnimationMode     = ONCE
    End
    TransitionState     = TRANS_FiringBInjured TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_ATB2ST2
      AnimationMode     = ONCE
    End
    TransitionState     = TRANS_FiringA TRANS_FiringB
      Animation         = AIRngr_SKL.AIRngr_ATA2AB
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End
    TransitionState     = TRANS_FiringB TRANS_FiringA
      Animation         = AIRngr_SKL.AIRngr_ATA2AB
      AnimationMode     = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 4 4
    End
    ConditionState      = MOVING
      Animation         = AIRngr_SKL.AIRngr_RNA 30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Move
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING ATTACKING
    ConditionState      = MOVING REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_RNB 30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Move
    End
    AliasConditionState = MOVING REALLYDAMAGED ATTACKING
    ConditionState      = DYING
      Animation         = AIRngr_SKL.AIRngr_DTA
      Animation         = AIRngr_SKL.AIRngr_DTB
      AnimationMode     = ONCE
      TransitionKey     = None
    End
    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = AIRngr_SKL.AIRngr_ADTF1
      AnimationMode     = ONCE
    End
    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = AIRngr_SKL.AIRngr_ADTF2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End
    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = AIRngr_SKL.AIRngr_ADTF3
      AnimationMode     = ONCE
      TransitionKey     = None
    End
    AliasConditionState = DYING SPLATTED
    ConditionState      = SPECIAL_CHEERING
      Animation         = AIRngr_SKL.AIRngr_CHA
      AnimationMode     = LOOP
    End
    ConditionState      = SPECIAL_CHEERING REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_CHB
      AnimationMode     = LOOP
    End
    ConditionState      = FREEFALL
      Animation         = AIRngr_SKL.AIRngr_PFL
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Falling
    End
    AliasConditionState = FREEFALL REALLYDAMAGED
    AliasConditionState = FREEFALL DYING
    ConditionState      = PARACHUTING
      Animation         = AIRngr_SKL.AIRngr_PHG
      AnimationMode     = LOOP
      Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
      TransitionKey     = TRANS_Chute
    End
    AliasConditionState = PARACHUTING REALLYDAMAGED
    AliasConditionState = PARACHUTING DYING
    TransitionState     = TRANS_Falling TRANS_Chute
      Animation         = AIRngr_SKL.AIRngr_POP
      AnimationMode     = ONCE
      Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
    End
    TransitionState     = TRANS_Chute TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_PTD
      AnimationMode     = ONCE
    End
    TransitionState     = TRANS_Chute TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_PTD
      AnimationMode     = ONCE
    End
    ConditionState      = UNPACKING
      Model             = AIRngr_F_SKN
      Animation         = AIRngr_F_SKL.AIRngr_F_FDP1
      AnimationMode     = ONCE
    End
    AliasConditionState = UNPACKING REALLYDAMAGED
    ConditionState      = RAISING_FLAG
      Model             = AIRngr_F_SKN
      Animation         = AIRngr_F_SKL.AIRngr_F_FDP2
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Raising
    End
    AliasConditionState = RAISING_FLAG REALLYDAMAGED
    ConditionState      = PACKING
      Model             = AIRngr_F_SKN
      Animation         = AIRngr_F_SKL.AIRngr_F_FDP1
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_Packing
    End
    AliasConditionState = PACKING REALLYDAMAGED
    TransitionState     = TRANS_Raising TRANS_Packing
      Model             = AIRngr_F_SKN
      Animation         = AIRngr_F_SKL.AIRngr_F_FDP2
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
    End

    ConditionState      = RAPPELLING
      Animation         = AIRngr_SKL.AIRngr_RPL1 ;30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Rappelling
    End
    AliasConditionState = MOVING RAPPELLING
    TransitionState     = TRANS_Rappelling TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_RPL2
      AnimationMode     = ONCE
    End
    TransitionState     = TRANS_Rappelling TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_RPL2
      AnimationMode     = ONCE
    End
;----------------------
;start enemy near stuff
;----------------------
    ConditionState      = ENEMYNEAR
      Animation         = AIRngr_SKL.AIRNGR_CAP
      AnimationMode     = LOOP
      Flags = RANDOMSTART
      TransitionKey     = TRANS_EnemyNear
    End
    ConditionState      = ENEMYNEAR REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRNGR_CAPB 0 35
      AnimationMode     = LOOP
      TransitionKey     = TRANS_EnemyNearInjured
      Flags = RANDOMSTART
    End
    TransitionState     = TRANS_EnemyNear TRANS_EnemyNearInjured
      Animation         = AIRngr_SKL.AIRNGR_CAPB
      AnimationMode     = ONCE
    End
;----------------------
;end enemy near stuff
;----------------------
  End
    
  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Marine
  Side                = America
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY MarineM4CarbineWeapon
  End
  ;WeaponSet
  ;  Conditions = VETERAN 
  ;  Weapon = PRIMARY NeedsNewWeapon
  ;End
  ;WeaponSet
  ;  Conditions = ELITE 
  ;  Weapon = PRIMARY NeedsNewWeapon
  ;End
  ;WeaponSet
  ;  Conditions = HERO 
  ;  Weapon = PRIMARY NeedsNewWeapon
  ;End

  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  ArmorSet
    Conditions            = PLAYER_UPGRADE
    Armor                 = ChemSuitHumanArmor
    DamageFX              = None
  End
  VisionRange = 200
  ShroudClearingRange = 200 ;300
  Prerequisites
  End
  BuildCost           = 300             ;how much do i cost to train me?
  BuildTime           = 6.0             ;in seconds  
  ExperienceValue     = 20 20 40 60     ;Experience point value at each level
  ExperienceRequired  = 0 40 60 120     ;Experience points needed to gain each level
  IsTrainable         = Yes             ;Can gain experience
  CrushableLevel      = 0               ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = AmericaInfantryMarineCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = RangerVoiceSelect
  VoiceMove   = RangerVoiceMove
  VoiceGuard  = RangerVoiceMove
  VoiceAttack = RangerVoiceAttack
  VoiceFear   = RangerVoiceFear
  VoiceTaskComplete = RangerVoiceCaptureComplete
  UnitSpecificSounds
    VoiceEnter          = RangerVoiceMove
    VoiceEnterHostile   = RangerVoiceAttack
    VoiceMeetEnemy      = RangerVoiceFear
    VoiceGarrison       = RangerVoiceGarrison
    VoiceCreate         = RangerVoiceCreate
    VoiceSubdue         = RangerVoiceSubdue
    VoiceClearBuilding  = RangerVoiceClearBuilding
    VoiceGetHealed      = RangerVoiceFear
  End
  UnitSpecificFX
    CombatDropKillFX = FX_RangerCombatDropKill
  End
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS CAN_RAPPEL SCORE INFANTRY 
  Behavior = CommandButtonHuntUpdate ModuleTag_02
  End
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 355.0
    InitialHealth   = 355.0
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_04
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End
  Behavior = AutoFindHealingUpdate   ModuleTag_05
    ScanRate = 1000 ; once a second.
    ScanRange = 300 ;
    NeverHeal = 0.85 ;  don't heal if we are > 85% healthy.
    AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
  End
  Behavior = AIUpdateInterface ModuleTag_0121
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 5.0
  End
  Behavior = CommandButtonHuntUpdate  ModuleTag_09 ; allows use of command button hunt script with this unit. 
  End
; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_RangerDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_RangerDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireUSA
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
; --- end Death modules ---
  Behavior = SquishCollide ModuleTag_12
  End
  Behavior                = ArmorUpgrade ModuleTag_Armor01
    TriggeredBy           = Upgrade_AmericaChemicalSuits
  End
  Behavior = PoisonedBehavior ModuleTag_17
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  Behavior = SpecialAbility ModuleTag_18
    SpecialPowerTemplate      = SpecialAbilityRangerCaptureBuilding
    UpdateModuleStartsAttack  = Yes
    StartsPaused              = Yes ; Unpaused by upgrade module
    InitiateSound         = RangerVoiceCapture
  End
  Behavior = SpecialAbilityUpdate ModuleTag_19
    SpecialPowerTemplate  = SpecialAbilityRangerCaptureBuilding
    StartAbilityRange  = 5.0
    UnpackTime            = 3000  ; (changing this will scale anim speed)
    PreparationTime       = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
    PackTime              = 2000  ; (changing this will scale anim speed)
    DoCaptureFX           = Yes
    AwardXPForTriggering  = 15
  End
  Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20
    SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
    TriggeredBy = Upgrade_InfantryCaptureBuilding
  End
  Behavior = EnemyNearUpdate ModuleTag_21
  End
  Geometry = CYLINDER
  GeometryMajorRadius = 7.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 13.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 15;
  ShadowSizeY = 15;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT
  Scale = 0.95
End
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Old 03-13-2006, 06:18 AM   #4 (permalink)
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Ah! The condition states ... didn't have that. Thanks, IPR!

Hmm. When I add the Condition state - ZH crashes. :tard:

;----------------------
;start enemy near stuff
;----------------------
ConditionState = ENEMYNEAR
Animation = AIRngr_SKL.AIRNGR_CAP
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_EnemyNear
End
ConditionState = ENEMYNEAR REALLYDAMAGED
Animation = AIRngr_SKL.AIRNGR_CAPB 0 35
AnimationMode = LOOP
TransitionKey = TRANS_EnemyNearInjured
Flags = RANDOMSTART
End
TransitionState = TRANS_EnemyNear TRANS_EnemyNearInjured
Animation = AIRngr_SKL.AIRNGR_CAPB
AnimationMode = ONCE
End
;----------------------
;end enemy near stuff
;----------------------

- Colton
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Old 03-13-2006, 12:31 PM   #5 (permalink)
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specify a model for the ConditionStates.
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Old 03-13-2006, 03:00 PM   #6 (permalink)
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Thanks, Dibelius. So, if I'm using the civilian bunker (America Bunker) - I need to use the bunker SKL instead of Ranger? Right?

- Colton
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Old 03-13-2006, 03:43 PM   #7 (permalink)
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bunker SKL ? :tard:
what do you mean with that?
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Old 03-13-2006, 04:50 PM   #8 (permalink)
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Well, that's the thing. The bunker is going to be used as a "watchtower", but it doesn't have SKL ... is this going to be a problem?

- Colton
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Old 03-13-2006, 06:04 PM   #9 (permalink)
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hm do you mean "skeleton"?
If yes this doesn't matter. that is only used for implementing the animations of the w3d file.
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Old 03-13-2006, 06:12 PM   #10 (permalink)
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I apologize, but I'm still confused. As I was saying, I'm going to use an AmericaBunker (civilian bunker) that alerts when enemy is spotted. I've tried using just:

ConditionState = ENEMYNEAR
End

I don't think that will work as ZH crashes with it. What would be the correct method of implementing the EnemyNear with a building object? Sorry if I'm not understanding the resolve.

- Colton
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