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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 06-23-2007, 07:53 PM   #1 (permalink)
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Default Can the USA Take Enemy Vehicles?

You know how China can use Neutron Shells to unman enemy tanks, and the GLA can snipe out vehicle crews and make Hijackers take them over. Is there a way to make US Pathfinders use Jarmen Kell's Vehicle Crew kill ability? It doesn't seem fair that China and the GLA can steal tanks, but the USA can't!

Edit: I deleted my posts in this thread. Sorry about that. I did so after I was offended for posting like mad. I am a sensitive guy.

Last edited by BlueGalactic; 05-10-2008 at 06:00 PM.
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Old 06-23-2007, 11:23 PM   #2 (permalink)
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Well actually in real life you can't snipe through a tank and if you could,it would not be the terrorist who would develop such a weapon.

Neutron warheads used in real life would lead to useing nuclear weapons by the other side so that would be a no go.

Anyway, try finding the tank stealing ability and give it to a pathfinder or just make the guys with the rocketlaunchers fire a more powerful missile with a longer range,that should even it out.
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Old 06-24-2007, 11:27 AM   #3 (permalink)
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if you go to the tutorials part of the site, you will see the defector super power. create a mod and put that code into the works. That's what I did.
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Old 01-07-2008, 02:33 PM   #4 (permalink)
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Sure, it is simple to add Jarmen's vehicle sniping weapon to the pathfinder. For good measure, you can also make him able to snipe garrisoned infantry if this is Zero Hour (not in Generals) by giving him the GC_Slth Jarmen projectile shooting rifle.

Here is the code for a zero hour map.ini that gives the pathfinder the fast firing GC_Slth anti-vehicle sniper rifle, and the anti-garrison projectile fireing weapon. I dispensed with the Jarmen snipe vehicle command button, the pathfinder will snipe vehicles on his own initiative, without having to be told, even when garrisoned.

Code:
;------------------------------------------------------------------------------
Object AmericaInfantryPathfinder

 ReplaceModule ModuleTag_01
  Draw = W3DModelDraw ModuleTag_01_Override

    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = AIPFDR_SKN
      IdleAnimation = AIPFDR_SKL.AIPFDR_STA 
      IdleAnimation = AIPFDR_SKL.AIPFDR_IDA
      AnimationMode = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX

      WeaponFireFXBone  = SECONDARY Muzzle ;Jarmen vehicle rifle
      WeaponMuzzleFlash = SECONDARY MuzzleFX

      WeaponFireFXBone  = TERTIARY Muzzle ;Jarmen projectile rifle
      WeaponMuzzleFlash = TERTIARY MuzzleFX
      WeaponLaunchBone  = TERTIARY Muzzle

      TransitionKey = TRANS_Standing
    End
    AliasConditionState = REALLYDAMAGED

    ConditionState = MOVING
      Animation = AIPFDR_SKL.AIPFDR_RNA 25
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Standing
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING REALLYDAMAGED

    ConditionState  = FIRING_A 
      Animation     = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position
      AnimationMode = ONCE
      TransitionKey = TRANS_FiringA
    End
    AliasConditionState = FIRING_A MOVING
    AliasConditionState = FIRING_A MOVING REALLYDAMAGED
    AliasConditionState = FIRING_A REALLYDAMAGED

    AliasConditionState = FIRING_B
    AliasConditionState = FIRING_B MOVING
    AliasConditionState = FIRING_B MOVING REALLYDAMAGED
    AliasConditionState = FIRING_B REALLYDAMAGED

    AliasConditionState = FIRING_C
    AliasConditionState = FIRING_C MOVING
    AliasConditionState = FIRING_C MOVING REALLYDAMAGED
    AliasConditionState = FIRING_C REALLYDAMAGED


    ConditionState  = BETWEEN_FIRING_SHOTS_A
      Animation     = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position
      AnimationMode = ONCE
      WaitForStateToFinishIfPossible = TRANS_FiringA
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
    AliasConditionState = RELOADING_A
    AliasConditionState = RELOADING_A REALLYDAMAGED

    AliasConditionState = BETWEEN_FIRING_SHOTS_B
    AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
    AliasConditionState = RELOADING_B
    AliasConditionState = RELOADING_B REALLYDAMAGED

    AliasConditionState = BETWEEN_FIRING_SHOTS_C
    AliasConditionState = BETWEEN_FIRING_SHOTS_C REALLYDAMAGED
    AliasConditionState = RELOADING_C
    AliasConditionState = RELOADING_C REALLYDAMAGED


    ConditionState = DYING
      Animation = AIPFDR_SKL.AIPFDR_DTA
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End
    
    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = AIPFDR_SKL.AIPFDR_ADTA1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = AIPFDR_SKL.AIPFDR_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = AIPFDR_SKL.AIPFDR_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End

    ConditionState = FREEFALL
      Animation = AIPFDR_SKL.AIPFDR_PFL
      AnimationMode = LOOP
      TransitionKey = TRANS_Falling
    End
    AliasConditionState = FREEFALL DYING

    ConditionState = PARACHUTING
      Animation = AIPFDR_SKL.AIPFDR_PHG
      AnimationMode = LOOP
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  
      ;our bone positions should come from the last frame, rather than the first
      TransitionKey = TRANS_Chute
    End
    AliasConditionState = PARACHUTING DYING


    TransitionState = TRANS_Falling TRANS_Chute
      Animation = AIPFDR_SKL.AIPFDR_POP
      AnimationMode = ONCE
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  
      ;our bone positions should come from the last frame, rather than the first
    End

    TransitionState = TRANS_Chute TRANS_Standing
      Animation = AIPFDR_SKL.AIPFDR_PTD
      AnimationMode = ONCE
    End

  End
 End

  WeaponSet
    Conditions = None
    Weapon = PRIMARY   USAPathfinderSniperRifle
    Weapon = SECONDARY GC_Slth_GLAJarmenKellVehiclePilotSniperRifle ;5 second reload time
    Weapon = TERTIARY  GC_Slth_GLAJarmenKellRifle ;with garrison sniping projectile
    PreferredAgainst = PRIMARY   INFANTRY
    PreferredAgainst = SECONDARY VEHICLE
  End

  VisionRange = 300 ;range of his weapon
  ShroudClearingRange = 400

 ReplaceModule ModuleTag_08
  Behavior = StealthDetectorUpdate ModuleTag_08_Override
    DetectionRate  = 500
    DetectionRange = 200
    CanDetectWhileGarrisoned = Yes
    CanDetectWhileContained  = Yes
  End
 End

End
;------------------------------------------------------------------------------
It also makes him able to detect stealth while garrisoned or in vehicles.
His vision has been increased to 300 range to match his pathfinder weapon range.
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Old 03-17-2008, 05:11 AM   #5 (permalink)
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If you are going to make the tomahawk do it, why not turn it into an Ordos deviator? That way you don't have to send infantry to capture the vehicle, you just fire the missile at it and it takes over the vehicle.

Check out the deviator in my Dune II themed test map for Zero Hour, the scripting has some problems so you won't ever finish the game (can't get win condition to register), but you can see deviators in action, spice blooms, etc. Just look in the map.ini to see how to mod the tomahawk missile into a deviator one, this is a map.ini but you can make it into a separate secondary weapon in a mod easily.

ZH: Dune 2 Mod idea - CnCMaps Map Editing Forums
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Old 03-20-2008, 09:46 PM   #6 (permalink)
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Quote:
Originally Posted by beng View Post

Check out the deviator in my Dune II themed test map for Zero Hour.......

ZH: Dune 2 Mod idea - CnCMaps Map Editing Forums
i would like to download that one too - but got error 404. can you do something about that.
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Old 03-21-2008, 05:59 AM   #7 (permalink)
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That site seems tobe down at the moment. Check back in a day or two to see if it is back or PM me your email address.
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Old 03-21-2008, 06:07 AM   #8 (permalink)
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Quote:
Originally Posted by BlueLightning2K6 View Post
I will look into it later. I downloaded your file and will study the Deviator code. Thanks.
Since it is a map.ini it modifies existing objects (like the tomahawk missile and the GC_Slth hijacker). If you are making a mod you will probably want to make new objects instead of modifying existing ones. If so then just compare the stuff in map.ini with the original object code in the original ini files in INIZH.big to see what you should put in your mod ini file.
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Old 03-23-2008, 08:59 PM   #9 (permalink)
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Quote:
That site seems tobe down at the moment. Check back in a day or two to see if it is back or PM me your email address.
i got the files. it doesn't need any mod to play right?.
Need to uninstall ROTR mod first.
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Old 03-25-2008, 07:13 AM   #10 (permalink)
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Yes the files are self contained and need no mod, they may conflict with mods. It is the map.ini you want to look at, and compare it with the weaponobjects.ini and GC_Slth units ini to see how the tomahawk missile and GC_SLth hijacker are changed into a deviator missile.
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