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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-31-2008, 12:11 PM
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#161 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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You don't need to make it an ability just make them switch weapons like the scud launcher or ranger or nuke launcher.
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08-31-2008, 06:53 PM
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#162 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Another EA mistakes: I've compared the vanilla factions units with their subfactions. Strangely some unit that should be exactly same (I'm not talking about buildcost) have tragic differences. It seems EA didn't touch them when patching up, especially for boss general unit. For example, in early zero hour avenger did not have turret in the model, after patched it have the turret (bombtruck issue), then EA should re-code the avenger draw module. They have done it, but boss avenger was untouched so when you play against boss you see her avenger have double turret. Find out more by yourself!
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08-31-2008, 07:34 PM
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#163 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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I hate this edit time limitation
Quote:
Originally Posted by beng
You don't need to make it an ability just make them switch weapons like the scud launcher or ranger or nuke launcher.
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Weapon switching also an ability right? I mean maybe if molotov is an ability your mob animation can be fixed.
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08-31-2008, 08:11 PM
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#164 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Yes the game was released in a not finished state. You can see they had plans to do a lot more but didn't have time. It looks like there were plans for extra factions, GC_Slth, GC_Chem, Mo'amar Deathstrike, General Ironside.
Because of the coding error, Boss avenger turret housecolor does not match the housecolor of the avenger vehicle.
RE: molotov, when you said ability i thought you meant special ability like the missile defender laser sbility.
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08-31-2008, 11:37 PM
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#165 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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GC_Slth and GC_Chem is not a new faction. They're used for the campaigns. GC_Chem in USA final stage when you fight DrThrax, and GC_Slth in GLA 2nd stage as Prince Kassad. I don't know why EA did not use standard Slth and Chem for the campaigns. Plus those GC files also untouched by EA. That's why GC_Chem units use original Generals drawmodule/codes rather than the new zero hour codes. First I think those units are already upgraded with two salvages.
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09-02-2008, 09:33 AM
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#166 (permalink)
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Junior Member
Join Date: Oct 2006
Location: Pasir Ris, Singapore
Posts: 13
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I'm not sure if this matters, or if its posted already so I'll just put it here.
Demo General's Stinger Sites spawn VGLA Stinger Soldiers instead of his own.
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09-02-2008, 12:23 PM
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#167 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Another: Chemical General Toxin Tractor spawn normal poison field instead the blue one when not upgraded with antrax gamma. Change it to the blue field!
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09-03-2008, 08:58 AM
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#168 (permalink)
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Junior Member
Join Date: Oct 2006
Location: Pasir Ris, Singapore
Posts: 13
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Don't they already spray the blue toxin field when un-upgraded?
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09-03-2008, 12:16 PM
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#169 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Uh oh, sorry, I mean those toxin tractor spawn green field WHEN DEAD (without anthrax gamma upgrade). It's so strange that chem general starts with anthrax beta but his tractor spoils green field and not the blue one.
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09-03-2008, 12:52 PM
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#170 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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All the demotraps have animations which are not used. There are other unused animations here and there.
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