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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 07-19-2008, 07:39 AM   #61 (permalink)
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Yes, it's funny to hit them with bunker busters and see them fly all over the place.
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Old 07-19-2008, 08:36 PM   #62 (permalink)
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Not sure if this is important but, The technical uses AIUpdateInterface Module instead of TransportAIUpdate compared to the humvee or other transports.
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Old 07-20-2008, 03:04 AM   #63 (permalink)
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There is not much difference between the two, just that TransportAI tells the passengers to attack whatever the vehicle is attacking. Since Technical passengers cannot fire out of the vehicle it does not need TransportAI.
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Old 07-20-2008, 12:37 PM   #64 (permalink)
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Why does the ambulance have it? IIIRC, Passengers of ambulances cant fire from the fireports.
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Old 07-20-2008, 03:02 PM   #65 (permalink)
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Maybe the plan was to let them fire from the ambulance but they changed their mind.
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Old 07-20-2008, 03:45 PM   #66 (permalink)
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Lol maybe xD

oh yea found another:
Demo's terrorist don't explode when crushed by a vehicle or get shot compare to other variants of the terrorist. To Fix, Find "Demo_GLAInfantryTerrorist" from DemoGeneral.ini then find the module called "FireWeaponWhenDeadBehavior " then Replace the "DeathType" field with this:

Code:
DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
Now it will work, I'm sure all infantries that have the suicide abilty have this problem. Just experiment or something

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Old 07-20-2008, 05:26 PM   #67 (permalink)
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Rather than use FireWeaponWhenDeadBehavior i favour using his slow death behaviour to fire the weapon as it saves having an extra module, and you can also at the same time fix the bug where he only does the exploded animation when +SUICIDED but not when he explodes from other death types.
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Old 07-21-2008, 05:25 PM   #68 (permalink)
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In WeaponObjects.ini find all the stream projectiles, and see their modules. Is there a reason why they use 2 modules, BoneFXDamage and BoneFXUpdate, to attach a particle system to the object, when they could just do this in the Draw module with something like ParticleSysBone = None ToxinTrail01 ?
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Old 07-22-2008, 04:32 PM   #69 (permalink)
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Not sure if this is important but, Some of the GLA units have useless codes in there death module. Here's an example:
Code:
 Behavior = SlowDeathBehavior  ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 5
    ModifierBonusPerOverkillPercent = 20%  
    DestructionDelay = 0
    DestructionDelayVariance = 200
    FX = FINAL FX_BuggyNewDeathExplosion
    OCL = FINAL OCL_RadarVanDeathEffect
  End
ProbabilityModifier is only used if your single object dies with different fx's everytime but since some of the units only have one death module, this is kinda useless.

ModifierBonusPerOverkillPercent EA's comment on it: negative means less likely to pick this in the face of much damage, positive means more likely. Since some units only have one death module, this is kinda useless.

DestructionDelay set to zero is just useless since even if without it, the death module will still work properly.

There's a few more scattered around, just forgot where.
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Old 07-22-2008, 05:14 PM   #70 (permalink)
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Yes i noticed that too. The only object i can remember seeing that actually makes use of the ProbabilityModifier to choose between deaths is the Crusader tank, where sometimes the turret flies off and sometimes it doesn't.

Incidentally, for the crusader tank, if you watch it when it dies whilst moving, you will see that it makes the hulk object before it finishes dying, so that you briefly see it with 2chassis, a hulk one and a non hulk one. Usually the hulk will stay still whilst the still moving non hulk chassis slides forward out of it.

As for DestructionDelay set to zero, it is still useful to have it there so that if you then decide to change it to a non zero value, it is easier to do so.

For DestructionDelay set to zero, the only advantage of Slow Death over Instant is you can have 3 FX and/or 3 OCL and/or 3 weapons in it. You can also use flingforce if you want.
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