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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 08-07-2008, 03:03 PM   #91 (permalink)
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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.
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Old 08-08-2008, 08:02 AM   #92 (permalink)
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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.
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Old 08-08-2008, 10:17 AM   #93 (permalink)
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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.
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Old 08-08-2008, 12:54 PM   #94 (permalink)
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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.
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Old 08-08-2008, 02:09 PM   #95 (permalink)
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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.
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Old 08-08-2008, 05:14 PM   #96 (permalink)
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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).
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Old 08-09-2008, 08:20 AM   #97 (permalink)
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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.
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Old 08-09-2008, 09:41 AM   #98 (permalink)
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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
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Old 08-09-2008, 01:58 PM   #99 (permalink)
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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.
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Old 08-10-2008, 06:32 AM   #100 (permalink)
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Good idea
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