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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 03-13-2006, 02:18 PM   #1 (permalink)
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Default Immune to defect

Is there any way to make a unit immune to the effect of defect? I'd like to make base builders (GLA workers, dozers) immune to the effect.
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Old 03-13-2006, 02:46 PM   #2 (permalink)
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How did you get the defector working? I never really got it...

but to your question: no idea since I don't know how the real working defector code looks like. But maybe you can try a tag like "ForbiddenKindOf = DOZER" or something similar.
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Old 03-14-2006, 09:18 PM   #3 (permalink)
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I'll try that. Thanks.
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Old 04-01-2006, 04:03 PM   #4 (permalink)
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Unfortunately, Defect is directly tied to the ENUM, so there's no objects I can assign ForbiddenKindOf to. However, I am wondering if making the special power spawn an invisible crate that fires the Defect power on collision, but is forbidden from colliding with structures and DOZER, would be a viable option. Opinions?
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Old 04-02-2006, 10:30 AM   #5 (permalink)
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Quote:
Originally Posted by Dibelius";p=&quot View Post
How did you get the defector working? I never really got it...
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Old 04-03-2006, 02:17 AM   #6 (permalink)
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Im pretty sure KindOf = IMMUNE_TO_CAPTURE makes the unit immune to the defector, you'd have to test that though.
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Old 04-03-2006, 05:58 PM   #7 (permalink)
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Thanks for the tip. I'll try that. I'm busy with other stuff, so I won't be trying out my crate theory for a while. The biggest problem with it I can think of is people won't get an invalid cursor if they try to capture an uncapturable object.
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