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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 03-14-2006, 07:55 AM   #1 (permalink)
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Default Artillery Calling

Right.

I have a unit, the MFR. am currently getting the MFR to call artillery using weapon logic ( fires a projectile that detonates into a marker that calls down the artillery ). This works happily, but has two bugs:

- The MFR do not share the same collective artillery, so potentially you can have 20 MFRs calling down 20 strikes at the same time.
- The reload time is not shown on the icon - but it could be shown using pips as on planes.

Ideally, of course, I'd rather use Special Powers. Now obviously, the obvious artillery barrage has the problem of it can be placed anyway. I've tried using various others ( vehicle hack, colonel burton etc ), but the enums get in the way - and using the ARTILLERY enum with a SpecialAbility module causes a crash out.

I was wondering if there was a way of using a SpecialPower to fire a weapon at a target ( or any other logical way of doing it people can think of ). I think you can probably make it fire its weapon forwards, but I want it to fire at the marker. So, you place a marker on the ground with the artillery button that the MFR then runs over to and fires at, without the use of heavy WB scripting.

Ideas?
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Old 03-14-2006, 06:24 PM   #2 (permalink)
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You tried looking at how the pathfinders napalm strike works (or should have worked), look around on google for a tutorial on it.
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Old 03-14-2006, 06:39 PM   #3 (permalink)
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I've found how to do it through the ScudStorm. But thanks anyway. :]
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