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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 08-01-2006, 05:23 AM   #1 (permalink)
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Default Engineers C&C style

Hi guys... I have a problem.

I'm trying to create an Engineer like the good old ones from the original C&C.

I figured the Hijacker would be a good place to start, so I took his special bit of code and changed the RequiredKindOf = VEHICLE to RequiredKindOf = STRUCTURE. As you can probably guess, it didn't work (if it did work, then I wouldn't be here now ).

Then I looked at the Saboteur code - he can disable a building or steal some cash from it BUT can he capture it? If he can, I don't know how.

Does anyone know the correct module I need to use to get my poor Engineer to be able to capture buildings?


Your help is much appreciated.

Unfortunately, I can't post my code for a while cause I'm at work.
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Old 08-01-2006, 05:51 AM   #2 (permalink)
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Default

you use the hijacker code.

but the buldings you want captureable, need an AI update.
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Old 08-01-2006, 06:00 AM   #3 (permalink)
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Aha!

An AIUpdate. Should have thought of that.

I'll give it a go later on - cheers for the help
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Old 08-06-2006, 05:11 PM   #4 (permalink)
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This should work:

Engineer.INI:
Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_50
RequiredKindOf = STRUCTURE CAPTURABLE
ForbiddenKindOf = IMMUNE_TO_CAPTURE
End

Structure.INI:
Behavior = AIUpdateInterface ModuleTag_Capture
End

Keep in mind that all structures you want to be capturable need to have this piece of code. You can use whatever ModuleTag you wish.
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Old 04-14-2008, 09:20 AM   #5 (permalink)
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You should not put "Capture" in the AIUpdateInterface, just leave it blank.

Also if you want to use ModuleTag_99 then make sure the object does not already have one. Some objects have ModuleTag_99 (i think laser and infantry general ones).

Note that some buildings already have AIUpdateInterface, those which have turrets.

Last edited by beng; 04-14-2008 at 09:24 AM..
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Old 04-15-2008, 12:29 PM   #6 (permalink)
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You can't, because his ability to enter buildings is based on his behaviors which make him capture them, reset timers etc. To make him into an engineer you have to remove those behaviours and add the hijacker ones and add AI modules to the buildings, so you might as well stick with the hikjacker and just change his draw module to the saboteur one if you prefer the saboteur look.
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Old 04-16-2008, 04:10 AM   #7 (permalink)
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What you can do is experiment. Try doing what you think and then play the mod to see how it works, then you will learn how the code works.
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Old 05-10-2008, 06:28 PM   #8 (permalink)
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nice triple post...
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Old 05-10-2008, 06:50 PM   #9 (permalink)
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Quote:
Originally Posted by Phantom139 View Post
nice triple post...
I just deleted my posts in this thread, so it only appears that beng triple-posted. I was heavily depressed at the time, so I did that to most of my posts in the forums.

Last edited by BlueGalactic; 05-10-2008 at 06:57 PM..
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Old 08-26-2008, 05:16 AM   #10 (permalink)
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Default More experiment with classic engineer

After seeing beng's deviator missile in his LaserDemoNuke mod, is it possible to hijack neutral units with it? If yes, we can make a complete classic engineer.
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