 |
Forum Info
|
 |
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842
Administrators:
DeeZire, Redemption
There are currently 25 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-07-2008, 03:03 PM
|
#91 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
If you open ParticleSystem.ini and search for the string
BurstCount = 0.00 0.00
You will find about 21 particle systems which have this text string. This means that they make no particles at all and are useless. At the other extreme, ParticleSystems SparkleHemisphere, DaisyDustShockwave and TestEffect have BurstCount = 1000.00 1000.00 which will probably crash your computer.
There are also some duplicate particle systems, like BuildUpSparks02 and BuildUpSparks which are identical except for the name.
|
|
|
08-08-2008, 08:02 AM
|
#92 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
In Armor.ini all the Structure armors have
Code:
Armor = Surrender 0% ; buildings are immune to normal damage from STUN weapons.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
You should delete the first one as it may be case sensitive.
|
|
|
08-08-2008, 10:17 AM
|
#93 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
SlowDeathBehavior ProbabilityModifer doesn't seem to work.
Try this in a map.ini:
Code:
Object Barrel
ReplaceModule ModuleTag_03
Behavior = SlowDeathBehavior ModuleTag_03_Override
ProbabilityModifier = 50
DestructionDelay = 200
DestructionDelayVariance = 300
OCL = MIDPOINT OCL_FireFieldSmall
FX = FINAL FX_BarrelDeathExplosion
OCL = FINAL OCL_CreateDamagedBarrel
Weapon = FINAL BarrelWeapon
End
End
AddModule
Behavior = SlowDeathBehavior ModuleTag_NoFire
ProbabilityModifier = 50
DestructionDelay = 200
DestructionDelayVariance = 300
OCL = MIDPOINT OCL_PoisonFieldSmall
FX = FINAL FX_BarrelDeathExplosion
OCL = FINAL OCL_CreateDamagedBarrel
Weapon = FINAL BarrelWeapon
End
End
End
Then put some barrels in the map and have some unit shoot them. What should happen is that about half will make a poison field and half will make a small fire field.
What actually happens is that all of them do both. It seems that both behaviors are acting and ignoreing the probability modifier.
|
|
|
08-08-2008, 12:54 PM
|
#94 (permalink)
|
|
Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
|
In another thead I explain the hijacked bike, you can control it with its current weapon, but the passenger is still owned by the old owner (your enemy). I don't know this is a bug or not, but it's happened for all hijacked transport vehicle: the passengers are still your enemy! When you bring a hijacked humvee fully-loaded with enemy to your base the humvee didn't attacks you, but the passengers did! Anyone know how to fix this? I can get rid the bike problem by adding ForbiddenKindOf = CLIFF_JUMPER to hijacker module, but I can't for another transport vehicle.
|
|
|
08-08-2008, 02:09 PM
|
#95 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
It may be a bug, but there's no harm in letting the hijacker hijack a bike. It's enemy rider cannot shoot at you after all. As for the humvee, exit the enemies near one of your gattling cannons or some snipers or similar, or just use the humvee to attack the enemy base so it gets destroyed by it's own side.
|
|
|
08-08-2008, 05:14 PM
|
#96 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
Units that use suicide weapons to damage their targets (and not only themselves) tend to make the target enemy objects die using the normal death animation instead of the EXPLODED death animation. For example, if you attack a grounp of rangers using a terrorist, the rangers will die normally instead of doing the exploded animations, because their death type for the exploded animation does not include +SUICIDED.
Meanwhile, for the terrorist itself, it will do the exploded flailing animation when it dies with SUICIDED but not when it dies with EXPLODED. You thus have the funy situation as such:
Terrorist attacks enemy infantry: Terrorist does exploded animation, enemy infantry do normal death animation.
Terrorist is killed with one of the death types +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED: terrorist does normal death animation although it detonates.
To sort this one out, make the SuicideDynamitePack cause EXPLODED death, and make the terrorist death behavior for the exploded animation work for all the death types that cause it to explode (and adjust the other death behaviours so there is no overlap).
|
|
|
08-09-2008, 08:20 AM
|
#97 (permalink)
|
|
Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
|
Rangers and Nuke Cannons doesn't need to upgrade their weaponset that only add the flashbang/neutron shell weapon since the weapon buttons are locked and need upgrades to unlock them. With the button locked they cannot fire locked weapon even the weapon exist in their weaponsets.
|
|
|
08-09-2008, 09:41 AM
|
#98 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
Yes, the bug with rangers firing flashbangs when you buy the flashbang upgrade is caused by their starting weaponset lacking a secondary weapon slot so there is no lock for the upgraded weaponset to inherit.
Try this to fix it:
Code:
WeaponSet
Conditions = None
Weapon = PRIMARY RangerAdvancedCombatRifle
Weapon = SECONDARY DummyWeapon
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY NONE
WeaponLockSharedAcrossSets = Yes
End
|
|
|
08-09-2008, 01:58 PM
|
#99 (permalink)
|
|
Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
|
or just use one weaponset: copy-paste the PLAYER_UPGRADE weapons to the none weaponset then remove the upgraded weaponset and the weaponsetupgrade module, so it saves more weapon slot for modding. 
|
|
|
08-10-2008, 06:32 AM
|
#100 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
Good idea
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 08:37 PM.
|