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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 09-21-2006, 09:59 AM   #1 (permalink)
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Default Capture Projectile

Can anyone help me with this, Im trying to make a projectile that can capture vehicles, such as a missile that captures vehicles, I found a topic from way back at Sleipnirs Stuff that had some code that "should" have worked, but I cant seem to get it to work, and a few others I've spoken too cant either, so can anyone help me get a working capture projectile (Yes, I have tried putting the hijack module on a projectile, to no avail).
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Old 09-21-2006, 03:59 PM   #2 (permalink)
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all i know is that you can kill the pilot. but then again the hijack should work. try completley copying the hijackers weapon and giving it a range
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Old 09-21-2006, 04:51 PM   #3 (permalink)
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Hijacker doesnt have a weapon, Hijack is a module, Killing the pilot is a completly different story.
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Old 09-21-2006, 10:08 PM   #4 (permalink)
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It may be a long shot, but I would recommend attaching a ConvertToHijackedVehicleCrateCollide module onto the projectile in question.
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Old 09-22-2006, 01:04 AM   #5 (permalink)
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I think this might work (on ZH), the Neutron shell for the NukeCannon uses it...

Code:
  Behavior = NeutronBlastBehavior NeutronBlast
    BlastRadius    = 70
    AffectAirborne = No
  End
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Old 09-22-2006, 03:31 AM   #6 (permalink)
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Quote:
Originally Posted by CommieDog";p=&quot View Post
It may be a long shot, but I would recommend attaching a ConvertToHijackedVehicleCrateCollide module onto the projectile in question.
That is the "hijacker module" I spoke of in my original post, it "should" work, but it doesnt.

Quote:
Originally Posted by Mere_Mortal";p=&quot View Post
I think this might work (on ZH), the Neutron shell for the NukeCannon uses it...

Code:
  Behavior = NeutronBlastBehavior NeutronBlast
    BlastRadius    = 70
    AffectAirborne = No
  End
As I said a few posts back, killing the pilot is a completley different story, neutron blasts are piloy killers, not hijackers.
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Old 09-23-2006, 02:25 AM   #7 (permalink)
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Well, that'll learn me to read properly.

Anyway, ConvertToHijackedVehicleCrateCollide does work. Maybe in your case the weapon object detonates and is subsequently destroyed before the hijack module can do anything? Or, if the projecile lands next to its target but doesn't hit it directly, it's not going to cause a crate collide. If the weapon is instant-hit (zero radius) but has a weapon object (most instant-hit weapons don't have a projectile, just FX), it should work every time without fail.
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Old 09-23-2006, 11:07 AM   #8 (permalink)
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lol... did it work IHM...
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Old 09-23-2006, 11:41 AM   #9 (permalink)
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Havent tried it, I decided to screw that method, me and WarAddict made an alternate easier way to do it, so im just coding it up.
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Old 09-23-2006, 03:45 PM   #10 (permalink)
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It just occured to me, try giving it an immortalbody.
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