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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 07-22-2006, 02:46 PM   #1 (permalink)
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Posts: 32
Default Need Help With 'Old School' Crates

id like to be able to put crates into the game, like in RA2 etc, ive managed to make a crate that is a booby-trap, one that creates a unit (i dont know how to make it a random unit just yet, tried using the technical's code, but didnt work, my crate ended up being unable to be picked up) and one that gives you money (i think i can also make one to get rid of shroud, but i dont think ill use that).... and a health crate which heals all your units. anyway, my major problem here is, that the veterency/experience crate doesnt work, i can either have a crate that i cant pick up (using the VeterancyCrateCollide behaviour) or one that is only visible to GLA players (using the gla's scavenger behaviour) but i want other teams to be able to see/use it too... otherwise, im all good... anyone got any help for me?
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Old 07-23-2006, 02:05 AM   #2 (permalink)
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if you could post your codes then I think it would be easier for others to help you coz they can look and point out your mistakes. just my opinion.
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Old 07-23-2006, 02:23 AM   #3 (permalink)
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Code:
;Object VeteranCrate
;  ; *** ART Parameters ***
;  Draw = W3DModelDraw ModuleTag_01
;    DefaultConditionState
;      Model = PMVtrncyCrate       ;***Plug model here  
;    End
;  End
;
;  ; ***DESIGN parameters ***
;  DisplayName      = OBJECT:Crate
;  EditorSorting   = MISC_MAN_MADE
;  TransportSlotCount = 1                 
;
;  ; *** ENGINEERING Parameters ***  
;  KindOf = PARACHUTABLE CRATE
;  Behavior = VeterancyCrateCollide ModuleTag_02
;    ForbiddenKindOf = DOZER
;    EffectRange = 100
;    AddsOwnerVeterancy = Yes
;  End
;  Behavior = SquishCollide ModuleTag_03
;    ;nothing
;  End
;  Shadow              = SHADOW_VOLUME
;  Geometry = BOX
;  GeometryMajorRadius = 4.0
;  GeometryMinorRadius = 4.0
;  GeometryHeight = 4.0     
;  GeometryIsSmall = Yes    
;
;End
;




Object VeteranCrate
  ; *** ART Parameters ***
  Draw = W3DScienceModelDraw ModuleTag_01
    ;RequiredScience = SCIENCE_GLA
    DefaultConditionState
      Model = PMVtrncyCrate
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = MISC_MAN_MADE

  ; *** ENGINEERING Parameters ***  
  KindOf = PARACHUTABLE CRATE SELECTABLE
  
  Behavior = SalvageCrateCollide ModuleTag_02
    ForbiddenKindOf = PROJECTILE
    ;PickupScience = SCIENCE_GLA
    ExecuteFX = FX_CratePickup    ; FXList to play when sucessfully picked up

    WeaponChance = 0%           ; If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
    LevelChance = 100%             ; Either we are just a regular Salvager, or we are fully upgraded.  This is the chance we gain a level
    MoneyChance = 0%             ; And this is the chance we get money.  Level + Money = 100%.  Weapon is an idependant FirstChance
    MinMoney = 100                 ; If we get money, this is how much we get.  Make them different to get a random range.
    MaxMoney = 200
  End      

  Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
    MinLifetime = 30000   
    MaxLifetime = 35000   
  End

  Geometry = BOX
  GeometryMajorRadius = 12.0
  GeometryMinorRadius = 12.0
  GeometryHeight = 12.0     
  GeometryIsSmall = Yes    
  Shadow          = SHADOW_VOLUME

End
the first one (the excluded one) is the one that is meant to work as stated by the crate.ini, but it doesnt, now the second one doesnt have a range of effect, and doesnt show for usa/china

(I was going to post the code originally, but it was 3:30 in the morning)

oh yeah, and this

Code:
CrateData SalvageCrateData
  CreationChance = 1.0
  ;KilledByType = SALVAGER
  ;KillerScience = SCIENCE_GLA ; Killed by a salvager unit owned by a GLA player

;  CrateObject = SalvageCrate .45
;  CrateObject = BoobyTrapCrate .05
  CrateObject = VeteranCrate 1.00 ;.20
;  CrateObject = HealthCrate .30
End
ive also excluded the other crates, so that i only ever get the veterency one

and for some reason, my boobytrap crates always end up invisible... kinda cool, but unwanted effect... (i have now fixed this, for some reason, when its on EMPPulseBomb instead of MOAB its visible.... weird, im still looking for a nice smallish explosion that works though)

Code:
Object BoobyTrapCrate
  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = PMWldCrate        ;***Plug model here
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Crate
  EditorSorting   = MISC_MAN_MADE


  ; *** ENGINEERING Parameters ***  
  KindOf = PARACHUTABLE CRATE 
  Behavior = UnitCrateCollide ModuleTag_02
    ForbiddenKindOf = PROJECTILE
    ExecuteFX = FX_CratePickup
    UnitCount = 1
    UnitName = MOAB ;or any other explosive, i just use this for fun atm
  End
  Shadow              = SHADOW_VOLUME
  Geometry = BOX
  GeometryMajorRadius = 4.0
  GeometryMinorRadius = 4.0
  GeometryHeight = 4.0     
  GeometryIsSmall = Yes    

End
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Old 07-23-2006, 07:20 PM   #4 (permalink)
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*bump*
Doesn't anybody know how to help me? im sure someone has messed with pilots enough to help me out here (they use the same behaviour)
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Old 07-23-2006, 09:24 PM   #5 (permalink)
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Get rid of the W3DScienceModelDraw module and replace it with a simple W3dModelDraw.
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Old 07-24-2006, 03:14 AM   #6 (permalink)
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yeah, well, i've tried that... doesn't have any visible effects... i need to either A: Get the original veterancycratecollide to work, or B: get it so that any faction can use & see a salvage crate... also, something im SURE someone can help me with, is to make a 'unit' that is completely random (using the technical data) so that i can spawn random units... ive tried but failed that... (still im more intent on the veterancy crate)
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Old 07-27-2006, 05:22 AM   #7 (permalink)
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-bump- i think i need someone who has alot of knowledge of generals to just clarify if the damned veterancy crate is possible
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Old 07-27-2006, 10:52 AM   #8 (permalink)
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try this code(works for me):

Object NewCrate
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = PMUNCrate03
ParticleSysBone = FX1 glitter2
End
End
DisplayName = OBJECT:Crate
EditorSorting = MISC_MAN_MADE
TransportSlotCount = 1
RadarPriority = UNIT
KindOf = PARACHUTABLE CRATE
Behavior = SalvageCrateCollide ModuleTag_02
ForbiddenKindOf = PROJECTILE
WeaponChance = 0%
LevelChance = 40%
MoneyChance = 60%;you must have MoneyChance>0%??
MinMoney = 500
MaxMoney = 1000
End
Behavior = DeletionUpdate ModuleTag_03
MinLifetime = 180000
MaxLifetime = 180000
End
Shadow = SHADOW_VOLUME
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 12.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
End
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Old 07-27-2006, 08:29 PM   #9 (permalink)
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works for other than GLA? oh, and moneychance can be 0... but if you cant get a level or a weaponupgrade out of it... you get money instead.... (ive gotta go real soon... so does it work with usa or china? thanks )
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Old 12-12-2007, 01:45 AM   #10 (permalink)
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Okay, after such a long time being out of the Zero hour editing scene, I have finally picked it up again now that I have finished school. I believe that I can get crates working again (I lost all my previous work), but for now I am interested in getting crates to appear randomly on a map. How would I go about doing this? and how would I make sure that there are only 1 or 2 crates on the map at once? I can think of several ways to possibly make sure only 1 or 2 crates are on the map, however I cannot think of a way to get them to appear randomly on a map.
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