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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » General Pains Ultra Mod ! Ready to download @cnc-sector.com

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-03-2003, 12:31 PM   #11 (permalink)
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if it is the same as another mod ive looked at u will have to transport the battleship to water using the hovercraft after making it, bit silly tbh
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Old 04-03-2003, 01:40 PM   #12 (permalink)
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YEah I think the sea vessles are a good idea but need work. The fact that they can travel on land is well... GAY
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Old 04-03-2003, 06:36 PM   #13 (permalink)
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Its why some people made naval war factories...
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Old 04-03-2003, 09:02 PM   #14 (permalink)
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Flappy I have not seen any Naval war factories. And if they have them have they found a way to restrict naval vessels from going on land? Also how do you build in the sea? Just some questions as I dont know.
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Old 04-04-2003, 03:32 AM   #15 (permalink)
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Yeah you have:

code become public source upon the release of the mod
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Old 04-04-2003, 03:39 AM   #16 (permalink)
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To restrict the ships to water, I created a new locomotor for each ship in locomotor.ini. This is the locomotor for the Iraqi Patrol Boat:
Code:
Locomotor PatrolBoatShipLocomotor
  Surfaces             = WATER                ;this allows the ship to travel only on water
  Speed                = 25  ; in dist/sec
  SpeedDamaged         = 20  ; in dist/sec
  TurnRate             = 20 ; in degrees/sec
  TurnRateDamaged      = 20 ; in degrees/sec
  Acceleration         = 23  ; in dist/(sec^2)
  AccelerationDamaged  = 20  ; in dist/(sec^2)
  Lift                 = 120 ; in dist/(sec^2)
  LiftDamaged          = 80  ; in dist/(sec^2)
  Braking              = 50  ; in dist/(sec^2)
  MinTurnSpeed         = 0   ; in dist/sec
  PreferredHeight      = 4   ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
  AllowAirborneMotiveForce = Yes
  ZAxisBehavior                 = SURFACE_RELATIVE_HEIGHT  ;ensures the ship sits on the water
  Appearance                    = HOVER     ;gives the effect of the ship bobbing on the water

  PitchStiffness              = 0.9   ; stiffness of the "springs" in the suspension forward & back.
  RollStiffness               = 0.95  ; stiffness of the "springs" in the suspension side to side.
  PitchDamping                = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  RollDamping                 = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  ForwardVelocityPitchFactor  = -0.1  ; How much velocity will cause the front to lift/dip
  LateralVelocityRollFactor   = 0.1   ; How much cornering will cause the chassis to roll.
  Apply2DFrictionWhenAirborne = Yes
  AirborneTargetingHeight     = 30
  LocomotorWorksWhenDead      = No    
End
I added the following locomotors to locomotor.ini:
PatrolBoatShipLocomotor
DemoBoatShipLocomotor
MediumShipLocomotor
CruiserShipLocomotor
CarrierShipLocomotor
ConstructionShipLocomotor
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Old 04-04-2003, 10:11 PM   #17 (permalink)
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Is this from your mod Henford? if so when is it coming out?
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Old 04-05-2003, 01:15 AM   #18 (permalink)
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Yes it is, and not until July
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Old 04-05-2003, 01:24 AM   #19 (permalink)
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I can get naval units owrking only thing I need is The building.. lol (the expansion pack includes naval support!!)
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Old 04-05-2003, 01:29 AM   #20 (permalink)
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When does the X Pack come out (I wanna beat EAP to naval units)
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