 |
Forum Info
|
 |
Forum Members: 18,581
Total Threads: 8,668
Posts: 94,539
Administrators:
DeeZire, Redemption
There are currently 41 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
05-12-2006, 10:17 PM
|
#21 (permalink)
|
|
Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
|
Heh, there is also the problem if you dont make them have a select box, then you cant attack them if you even can get them to attack you...
Which requires modelling..
Which is required to make hostile civies look hostile..
What a nice little line up..
I think it would be probably fun to play as civilians if they would make a mod for it..making the structures would be different though..
House= Barracks..
etc..
|
|
|
05-12-2006, 10:47 PM
|
#22 (permalink)
|
|
Junior Member
Join Date: May 2006
Posts: 22
|
I know I'm asking alot of questions and Im sorry
But Danke for answering all of em for me
It's just that Im working on my first mod ever and I want it to be good when it comes out. . . :/
Danke Sehr.
|
|
|
05-13-2006, 06:06 AM
|
#23 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
|
Don't worry, everyone asks questions at the start, I know I did.
|
|
|
05-13-2006, 06:37 AM
|
#24 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
about that select box...you mean the PICKBOX? You dont need that...all you need is geometry and a entry that says SELECTABLE on the KindOfs and make sure there is no IGNORE_IN_GUI in the kind ofs cause that means the mouse will go through it....
|
|
|
05-13-2006, 09:30 AM
|
#25 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
|
Quote:
Originally Posted by SmokeyDaBear";p="
making them agressive shouldnt do anything if they have NO ENEMY TO ATTACK! If they neutral they will never attack you...
|
I said you have to make another team and make them your enemy and then making them agressive will make them pick up passing guys better.
Quote:
Originally Posted by F-15Cipher";p="
Heh, there is also the problem if you dont make them have a select box, then you cant attack them if you even can get them to attack you...
Which requires modelling..
Which is required to make hostile civies look hostile..
What a nice little line up..
I think it would be probably fun to play as civilians if they would make a mod for it..making the structures would be different though..
House= Barracks..
etc..
|
All civilians are just set so they are unselectable, im pretty sure anyway.
|
|
|
05-13-2006, 08:20 PM
|
#26 (permalink)
|
|
Junior Member
Join Date: May 2006
Posts: 22
|
Forgive me if Im asking too much questions, but, how do I make it so that when a tank is destroyed, 5 soldiers pop out? Like the MiGs and USA jets.
Also, how do I make it so that infatry comes out in 2's like the redguard when you buy them?
And how do I make it so that not all automatic weapons are 100% accurate? I mean like. . . add a spread to them, you know :/
|
|
|
05-13-2006, 10:56 PM
|
#27 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
1: LOOK IN THE FREAKIN OBJECT CREATION LIST.INI...IT CONTAINS ANYTHING THAT SOMETHING POPS OUT OF SOMETHING! Look under EjectPilotOnGround or something like that
2: Look at the redguards tag in the factionunit.ini...it should be a little production module under their parameters.
3:Long story..but you would have to add either small projectiles or invisible projectils that fire like a comanche missile...which could require weapons.ini, locomotor.ini, factionunit.ini and a list of other things
|
|
|
05-13-2006, 11:16 PM
|
#28 (permalink)
|
|
Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
|
I think it would require making a small projectile and adding the spread onto the weapon..like Smokey said..
I also have a question..
Lets say I made a tank, 2 barrels, and a MG on top.
You would parent the barrels to the turret, and the mg to the turret also?
After that, you add pivots to the MG and turret to make them turn right?
Just a little question, I dont have Generals atm...so I cant test it out.. :/
I think I have it right anyway...
|
|
|
05-14-2006, 11:21 AM
|
#29 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
yes...you are right F-15... about the 2 barrels at least... im not sure about the machine gun if you want a seperate pivot for that... you may be able to have two turrets...because if you look closely in Renx, it usually says "TURRET01" instead of just "TURRET"... but if worse comes to worse...you can always use my favorite cure...hehe....THE OVERLORD LOGIC...lmao...that would definitly allow rotation for the gun tho...
|
|
|
05-15-2006, 05:50 PM
|
#30 (permalink)
|
|
Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
|
heh..
Yea, I think Overlord logic would work for the whole thing, look at the Gattling turret upgrade, the turret pivots as a seperate turret...

|
|
|
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 03:04 PM.
|