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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 08-16-2006, 12:34 PM   #11 (permalink)
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ReplaceObjectUpgrade would avoid the score and selection problems, but it would negate energy and veterency transferal and still wouldn't fix the unit limit issue.

its a tough one to figure out alright...

What exactly do you need to change about the unit?
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Old 08-16-2006, 03:38 PM   #12 (permalink)
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Apologies if this is utter nonsense, but...

The RiderContain module allows us to change model, locomotor and weapons.

Seeing as the actual object is still the same one all the time, only the 'rider' changes, you would still be able to use MaxSimultaneousOfType.

But like Waraddict asks, what do you need to change?
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Old 08-16-2006, 04:02 PM   #13 (permalink)
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The key problem is that he wants to change the unit in some way through a weapon.
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Old 08-17-2006, 07:00 PM   #14 (permalink)
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Yes. I'd do it with ReplaceObjectUpgrade if there were not these problems with lost unit and MaxSimultaneousOfType.

ok, here a short explanation what my special unit should do: it is mobile unit which can deploy and undeploy (therefore I needed RiderChangeContain to switch between non-locomotor and mobile-locomotor). The unit creates a status field effect ONLY when it is deployed (immobile).

And why I opened this topic: I thought about a way that my unit fires this field effect weapon and all effected units around become upgraded and change their models to indicate they are effected. -- that's not possible.

So I search now a way so that I can use ReplaceObjectUpgrade (or Death&Respawn-logic) to switch between deployed and undeployed state and disallow to build the unit again although they're limited to 1 at the same time like the heroes in ZH.

I hope that helps a little bit to understand what I'm trying to do
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Old 08-17-2006, 10:06 PM   #15 (permalink)
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Have you tried setting similar MaxSimultaneousLinkKey= values for both the deployed and undeployed objects?
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Old 08-19-2006, 04:53 AM   #16 (permalink)
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no. you don't understand.
whenever you undeploy the unit, you "kill" it (you don't notice any effects) or the other way, you replace the unit (you delete the old and spawn a new one). So in every case the old unit is gone and this enables the build button again.
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Old 08-19-2006, 09:17 AM   #17 (permalink)
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Hmmm, theres a way around that I figure, if you can only build one, make it so you actually build a beacon, that beacon is limited to one build only. When the beacon comes out, it spawns the actual guy. This beacon will never disapear, so make sure it is set to no collide so people can run through it, make it invisible too, and unclickable, and so on... Anyway, the guy that the beacon spawns can then change between his forms, deploy, or what you call it, because that beacon will stop you building another. Now, heres the key part, when your guy dies from any death, EXCEPT the one your reserving for your deploy system, make it so he uses a weapon which covers the whole entire map (So have a blast radius of around 1500, not range) then make it so that weapon only effects your team, and specifically, that beacon.

So the way it works is you build a beacon which stops the guy from being built.
The beacon spawns a guy.
When the guy actually dies, he removes the beacon, allowing another to be built.

Hope you understood that.
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