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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Trying to figure out how to create a mech that can transform

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-17-2006, 01:34 AM   #1 (permalink)
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Default Trying to figure out how to create a mech that can transform

I am currently working on a Robotech New Generation mod for CCG and have run into a design stage snag. The Alpha and Beta Veritech fighters transform, and I am not sure how I can accomplish this inside of generals. The two problems I see, are first with the AI going from something that flys to something that walks, and the second being how to tie the transformation animation together with the command button for the unit. So that the transformation only happens when the button is used. Any ideas or avenues of things to try please accept my thanks ahead of time.

p.s. I should have the mod site up later in the week, been laid down at work on a huge project (no time).
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Old 05-17-2006, 10:45 AM   #2 (permalink)
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you would best acheave this using OCL logic, the only downside is that it'll lose it's selection/group
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Old 05-17-2006, 11:21 AM   #3 (permalink)
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If you're going to do it the OCL way, here's the best possible way to do it

http://www.cncseries.com/content/?523

You can at least transfer energy and veterency, and you can do it such a way that you can introduce a transition animation.

A more suitable way may be to use the combat bike + Overlord upgrade OCL approach, the Overlord upgrades work by using OCL which OCL the turret inside the tank, you can use this to OCL a dummy rider inside a unit with combat bike behaviour so as to change its weapons, commandset and locomotor while retaining everything else, the dummy rider should have a deletion module set to 0 milliseconds and have some sort of a locomotor (locomotor is necessary for allowing the rider to exit the vehicle properly, if it doesn't have a locomotor you get weird situations where its exited but still inside some how), the deletion doesn't activate until it has exited.

Also, OCLing another object inside a unit that has one inside already forces the one inside to exit.
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Old 05-17-2006, 04:57 PM   #4 (permalink)
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With the combat bike method, you'll lose veterancy, seeing as it's the rider that gets the experiance, not the bike.
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Old 05-17-2006, 08:24 PM   #5 (permalink)
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So I could call up the transition animation as part of the death cycle (death of orginal unit and spawn of the replacement unit)? That sounds like it may solve the problem nicely, the only thing I am not quite understanding (probably my n00b status with the Sage Engine) is how the engine knows that the new unit is a ground unit and not a flying unit and vise versa??
Thanks, for the info I will try this in the morning and see if I can get the unit behavior to function correctly.
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Old 05-18-2006, 05:02 AM   #6 (permalink)
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ground units have the VEHICLE KinfOf, and flying units have AIRCRAFT
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Old 05-18-2006, 06:49 PM   #7 (permalink)
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Actually, aircraft have the VEHICLE KindOf set as well.
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Old 05-18-2006, 07:28 PM   #8 (permalink)
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Yea, thats why when you want something to effect ground vehicle only you have to set aircraft to a forbidden kindof
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