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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 07-12-2006, 04:38 PM   #1 (permalink)
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Default Stealth only when attacking?

Hi... i have this tank on my mod called the Phayder...and it has smoke grenades. I wanted to know if it is possible it can be stealth ONLY when it deploys the smoke grenades. If this is not possible, is there really ANY other thing i can do with the greandes at all? Cause im stomped.
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Old 07-12-2006, 05:02 PM   #2 (permalink)
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Doesnt the steal module have like what condition you need to be to be stealth, so couldnt you put like weapon_a_firing or what ever it is?
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Old 07-12-2006, 08:05 PM   #3 (permalink)
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yea but thats for revealing it... i just want it to be seen when not firing the smoke grenades...
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Old 07-12-2006, 08:22 PM   #4 (permalink)
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Try all All -weapon_a_firing.
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Old 07-12-2006, 11:03 PM   #5 (permalink)
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well may have a way to get it to work using the rebel stealth logic... but i now need to find out if there is any way i can get it to be be revealed while it is stationary...so it would be like:

Behavior = StealthUpdate ModuleTag_07
StealthDelay = 2500 ; msec
StealthForbiddenConditions = STATIONARY MOVING FIRING_PRIMARY
MoveThresholdSpeed = 3
InnateStealth = No ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

and just treat the smoke grenades as an upgrade so that it can innate stealth... problem is I dont know if there is a stationary tag...
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Old 07-13-2006, 05:20 AM   #6 (permalink)
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STATIONARY ????

Boy, you watch too many Hollywood movies....



this is all you can insert as stealthconditions :

RIDERS_ATTACKING
TAKING_DAMAGE
NO_BLACK_MARKET
FIRING_TERTIARY
FIRING_SECONDARY
FIRING_PRIMARY
MOVING
ATTACKING
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Old 07-13-2006, 12:52 PM   #7 (permalink)
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ok i got another idea... what if i made a tertiary weapon that last forever while the unit is alive, but doesnt fire anything, and when it fires the smoke grenades, the tertiary weapon stops firing...?!
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