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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Coding Mistakes and useless things in inis by EA Games

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

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Old 03-10-2008, 10:59 PM   #11 (permalink)
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Demo_GLAStingerSite has duplicate FireWeaponWhenDeadBehavior modules that both fire Demo_SuicideDynamitePack on DeathTypes = NONE +SUICIDED . One is ModuleTag_Death18 and the other is ModuleTag998.
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Old 03-11-2008, 05:54 AM   #12 (permalink)
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Tank_ChinaVehicleListeningOutpost and Nuke_ChinaVehicleListeningOutpost have the wrong kind of AI module. They have AssaultTransportAIUpdate when they shold have TransportAIUpdate. The vanilla China and Infantry general's listening outposts have the correct module.

The AssaultTransportAIUpdate is meant for standard troop crawlers or other vehicles that are meant to deploy and thus eject their passengers to attack a target. It is not meant for vehicles which allow the passengers to fire out of them without having to get out of the vehicle.
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Old 04-16-2008, 11:32 AM   #13 (permalink)
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One thing that really bugs me with Zero Hour is the duplicate objects per each sub-faction. Units generally have faction-related changes, but the vast majority of buildings are no different. It would have made sense to grant each faction their own upgrade (maybe even hard code it, like with veterancy upgrades for example) in order to apply relevant command set upgrades.

As an example, the Supply Drop Zone is no different between any of the four American factions, but each one has their own object.

Given the amount of duplicates, much space is wasted and again CPU usage may be a factor.

Or are the duplicates necessary for AI scripting?
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Old 04-16-2008, 05:14 PM   #14 (permalink)
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You are right there are a lot of duplicates, many of which are not even used in the game (for example all the different China factions have their own overlord gattling turrets, but their overlord tanks all use the standard China one, and all America factions have their own vehicle drone objects, but their vehicles only use the vanilla America ones).

I guess the plan was that each faction should have their own special types of everything but they did not get round to fully implementing the differences. You see clues that they were meant to be more different than they are in the fact that there are lots of unused sounds, strings, model art, button cameos, etc for different variants of units, like the laser ranger, laser aurora, laser comanche, laser humvee, nuclear tank hunter, hypersonic aurora, laser paladin, etc. I made use of some of these in my Laser-Demo-Nuke mod.

You are also right in the scripting use of these things. Especially in the Generals challenge maps where you have different factions fighting each other, object type lists are used to draw up attack priorities, targets for superweapons, and other things in scripts, so that the computer player can, for example, fire his particle beam at the nearest superweapon object belonging to the human (using an object type list of all the superweapon buildings of all the feactions EXCEPT the type belonging to the computer player's faction, so that he doesn't shoot his own building).

There should have been scripting commands to make this unnecessary (like the ones in the UNUSED script folder which are supposed to let an object use a command button on the nearest enemy object KindOf), but they were not implemented properly in Zero Hour and do not work.
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Old 04-17-2008, 03:40 PM   #15 (permalink)
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I had a feeling that was the case. Thanks for clearing it up
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Old 05-07-2008, 11:47 PM   #16 (permalink)
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Wow, Haven't posted in quite a while. Beng, your awesome. I'm so going to fix this "errors" EA made and you found.!

And just to contribute:

All of the units inside GC_Chem_GLAUnits.ini,GC_Slth_GLAUnits.ini and BossGeneral.ini doesn't properly use the salvage crap.

On the Demo_GLABarracks, On the suicide SlowDeathBehavior. It has the "Fling" code even though the barracks doesn't fly like a terrorist. Even the tanks, vehicles and structures have it.

Last edited by IraqiPeopleRocks; 05-07-2008 at 11:55 PM.
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Old 05-08-2008, 01:41 AM   #17 (permalink)
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On the Savalger thing, the standard GLA (and i think all the GLA factions) tunnel network, demotrap, poison fields, ScudStormMissile, all lack SALVAGER KindOf and so do not make junk when they kill vehicles.

While fixing those things, you may also want to add ShroudClearingRange to all poison fields and radiation fields. It is not a bug, but it is better if they have shroud clearing, so that when you have a toxin demotrap or drop an anthrax bomb or explode a toxin factory or bunker, you can see what is being killed by it.

Speaking of the flingforce, have you noticed that terrorists fly up only when they die with death type SUICIDED? They will explode and do damage when SUICIDED CRUSHED SPLATTED LASERED BURNED EXPLODED but will only fly up when SUICIDED. For all the other deaths they just do the normal death animation.

What they should have done was make the slowdeath behavior with the flingforce have DeathTypes for all those deaths, and also have the slowdeath behavior fire the death weapon, instead of using an extra, unnecessary FireWeaponWhenDead module. In many objects they use too many death modules. The more modules an object has, the more it will use up CPU time and make the game lag.

Also, when angry mobs die, they often stay doing the running animation.
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Old 05-08-2008, 01:54 AM   #18 (permalink)
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Quote:
Originally Posted by beng View Post
Speaking of the flingforce, have you noticed that terrorists fly up only when they die with death type SUICIDED? They will explode and do damage when SUICIDED CRUSHED SPLATTED LASERED BURNED EXPLODED but will only fly up when SUICIDED. For all the other deaths they just do the normal death animation.

Also, when angry mobs die, they often stay doing the running animation.
1: Its a different story for vehicles and structure, It does nothing to structures. While it just make the vehicle nudge abit and make it look strange.

2: Been wondering how to fix that bug...

More contribution:
1: I don't get why all of the vehicle add-ons (like the overlord gat cannon) have the "PlacementView - *insert angle here* " field.
2: Hulks have the Upgrade cameo and portrait fields
3: Add-ons have upgrade cameo fields. example: Avenger's turret have the upgrade cameo of the propaganda tower etc,
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Old 05-15-2008, 01:02 AM   #19 (permalink)
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While i was digging the files ini's some more, i found this:
The structures found in GC_Chem_GLABuildings.ini have no subdual code so you cant disable it with any "jammer" weapons.

All radar vans (and i mean ALL) have a turret code, even though it has no weapon to begin with.

Some of the units in GC_Chem_GLAUnits.ini doesn't properly use the "Salvage" logic.
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Old 05-16-2008, 06:00 AM   #20 (permalink)
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> 1: Its a different story for vehicles and structure, It does
> nothing to structures. While it just make the vehicle nudge
> abit and make it look strange.

It is dependent on the mass in physicsbehavior. Since vehicles have more mass, they only nudge a bit. To make them move more, increase the flingforce.

As for structures, they have no physicsbahavior so they don't move. If you add physicsbehavior then they can be moved by forces (or locomotors, though that also needs an AI module).

> 1: I don't get why all of the vehicle add-ons (like the overlord
> gat cannon) have the "PlacementView - *insert angle here* "

That is used when you place them in worldbuilder. It is not necessary though.

> 2: Hulks have the Upgrade cameo and portrait fields

I suppose that is in case they are made selectable. It doesn't hurt to have those fields.

> 3: Add-ons have upgrade cameo fields. example: Avenger's
> turret have the upgrade cameo of the propaganda tower etc,

Again it doens't cause problems, although it isn't used since you never select those objects.

About the GC_Chem and GC_Slth etc, those were never finished and are not intended to be used in the game. If you use them, they come with bugs like those you mentioned. The battle bus of the GC_Slth is supposed to disguise like bomb truck, and also be able to throw out demotraps, it does not work.

Last edited by beng; 05-16-2008 at 06:02 AM.
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