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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 09-25-2006, 03:18 PM   #1 (permalink)
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Default Zero Hour Behavior Editing?

I wanted to know if it is possible to edit the behaviors in Zero Hour. I wanted to create a multi stage armor upgrade. I can't figure out how to make the first upgrade be a prerequisite of the first. I know that China has this ability in its mine, neutron mine ability for the buildings. Is there any way this can be done?
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Old 09-26-2006, 12:53 AM   #2 (permalink)
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The mines work by upgrading the CommandSet of the object they upgrade (using a module called CommandSetUpgrade, no less). All you need to do is copy it and fill in the correct values.
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Old 09-26-2006, 08:34 AM   #3 (permalink)
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not only...

mines are a special case. the first upgrade will spawn the mines of type A, and the second upgrade works together with another module of the mines and creates mines of type B. This means whenever u upgrade to miney type B you REPLACE mines A by B... otherwise you would double the mines and will have two fields instead of one.
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Old 01-08-2008, 12:16 AM   #4 (permalink)
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Quote:
Originally Posted by thelopper25 View Post
I wanted to know if it is possible to edit the behaviors in Zero Hour. I wanted to create a multi stage armor upgrade. I can't figure out how to make the first upgrade be a prerequisite of the first. I know that China has this ability in its mine, neutron mine ability for the buildings. Is there any way this can be done?
What you can do is have 2 upgrades, an armor upgrade that upgrades the armor set, and a health upgrade that adds health. See any American infantry unit for the armor upgrade behavior, and see the ChinaJetMig for the health upgrade triggered by Upgrade_ChinaAircraftArmor.

Also have a command set upgrade that upgrades the command set when the first upgrade happens, to a command set that has the button for the second upgrade.
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