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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 04-01-2003, 04:09 PM   #1 (permalink)
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Default Making Units Deploy By Clicking on Them?

hey,
is it possible in Generals to add a command so that you can click on the unit to make it delpoy thnx, I will be working on this too
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Old 04-01-2003, 06:41 PM   #2 (permalink)
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Sure, make it a free upgrade that works both ways. ie: regular condition state and deployed.
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Old 04-01-2003, 08:25 PM   #3 (permalink)
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But I thought an upgrade could not be undone? Your units will not undeploy this way?
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Old 04-01-2003, 10:40 PM   #4 (permalink)
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Upgrades cannot be undone, but you can make another upgrade that upgrades them back to the original.

Or use the switch_weapon code to swap the model along with the weapon
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Old 04-01-2003, 10:49 PM   #5 (permalink)
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But there can only be one upgrade to many things. Plus I thought upgrades can only be purchased once.. I am quite confused by its limitation and possibilities actually ..
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Old 04-01-2003, 10:59 PM   #6 (permalink)
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Okay, maybe, then use the special power code like the strategy center.

I think switch weapon would also work, but I have not coded it to find out.

ObjectCreationUpgrade should also work
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Old 04-01-2003, 11:13 PM   #7 (permalink)
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The switch weapon does the trick. Look at the code for the Ranger.
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Old 04-01-2003, 11:46 PM   #8 (permalink)
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I believe that switch weapon is only a command, not an upgrade, therefore you will not be able to change the locomotor/ armour and various other settings. The deployed infantry will be able to move ... unless there is some way we can stop it from moving when firing (hmm wait, maybe there is?)
But nonetheless I believe it will be able to move when deployed but not firing, therefore 'deploying' (speaking like it is in RA2) will only be aesthetical and serve no strategic value?
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Old 04-02-2003, 12:23 AM   #9 (permalink)
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The flame tank cannot move when using firewall.
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Old 04-02-2003, 01:43 PM   #10 (permalink)
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Well, if you can't get something to work following the way you want it to work, try to think of other possiblities.

In this case, you should actually be able to switch locomotors upon switching of weapons (in your case deploying). Just make sure that the behavior is triggered by the weapon switch, but has a LocomotSetUpgrade (or whatever is used for it...can't do it by memory alone).

And if that still doesn't work, get creative: give the unit a behavior that creates an invisible object (OCL). And once the OCL is created, you can make that the trigger for the new locomotor on the unit that "deploys". You can add a behavior for a lifetime on the newly created invisible object to ensure its death basically immediaterly after it's ben created.

As such, the object won't show, can't be selected, won't trigger a unit lost (if it is of the KinOf = SYSTEM) and it dies instantly. It won't slow the game down at all (seeing as nothing is actually created, except for a new behavior that is triggered to switch locomotors). Could be an option....
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