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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
05-21-2008, 06:31 AM
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#21 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 708
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The quad cannon in Generals and ZH uses the wrong model in the conditionstate
WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED and WEAPONSET_CRATEUPGRADE_ONE RUBBLE.
Instead of using UVQuadCann_D it uses UVQuadCann. This makes it look not damaged when it should look damaged.
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05-22-2008, 02:14 PM
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#22 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 436
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Quote:
> 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.
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Maybe but useless for a object that moves alot.
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> 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.
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But they're a waste of code and utterly useless to the SAGE engine. Plus, it doesn't make any sense.
Quote:
> 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.
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*what i said above*
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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.
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You maybe right. But, i found out that some of the "buggy" units was used on the campaigns so i guess its worth fixing them just incase.
Quote:
The quad cannon in Generals and ZH uses the wrong model in the conditionstate
WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED and WEAPONSET_CRATEUPGRADE_ONE RUBBLE.
Instead of using UVQuadCann_D it uses UVQuadCann. This makes it look not damaged when it should look damaged.
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The GLA Scorpion and humvee also have this bug.
Last edited by IraqiPeopleRocks; 05-22-2008 at 02:25 PM.
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05-23-2008, 03:54 AM
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#23 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 708
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I don't know if you consider ths a bug, but further to your point about some buildings not being able to be disabled becaused they have no subdual damage code, this applies to all tech buildings too.
Also, in original Generals (not ZH) the Veterancy Gain Create module is really buggy and will remove WeaponSetUpgrade. For example if you have bought black napalm your inferno cannons should shoot black napalm weapon, but if you then buy the artillery training science, they will shooy yellow napalm again. This is not a coding bug in the ini files, it is a bug with the game engine itself. Also the AltTurret on the battleship in Generals doesn't work - the weapon projectiles won't launch from the weapon launch bones. This cannot be fixed by ini coding, it is a game engine problem. Only solution is to use ZH instead.
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05-24-2008, 06:09 PM
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#24 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 708
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Another few ini bugs: in Generals, the TechOilRefinery and Tech Hospital have no conditionstate for Snow, so they are invisible on Snow maps. The Tech hospital is also invisible when the map is NIGHT SNOW.
In ZH the TechRepairBay is invisible in NIGHT SNOW conditions.
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05-28-2008, 04:08 AM
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#25 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 708
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Marauder tanks don't deal with the DeathType CRUSHED, so if you crush them using an overlord they just stay there as rubble.
They should use InstantDeathBehavior to do some FX and an OCL for DathType = CRUSHED.
If you fix this, also fix the missing turret specs in their AI modules.
Last edited by beng; 05-28-2008 at 04:10 AM.
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05-29-2008, 07:46 AM
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#26 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 436
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Quote:
Originally Posted by beng
Marauder tanks don't deal with the DeathType CRUSHED, so if you crush them using an overlord they just stay there as rubble.
They should use InstantDeathBehavior to do some FX and an OCL for DathType = CRUSHED.
If you fix this, also fix the missing turret specs in their AI modules.
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The problem with the marauder without having a turret is when you look closely, at level 2 and level 3 salvage. The turret rear clips the rear railings.
And yeah, I noticed that crush bug. Thanks for posting it.
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05-29-2008, 09:15 AM
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#27 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 708
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The bigger problem with Marauder not having a turret is with gameplay: without a turret the tank wastes a lot of time moving around with it's jerky locomotor, trying to point itself at the target before it can fire. Also, it cannot fire whilst moving, unlike crusader tanks etc.
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05-29-2008, 09:52 AM
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#28 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 708
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I am not sure if this can be considered a bug, but Weapon ArtilleryPlatformGun has MinTargetPitch = -10 , which means that artillery platforms cannot target anything below 10 degrees angle from the gun. The result of this is that artillery platforms on hills can hardly shoot anything.
For example, see the artillery platforms on the mountain tops in the Generals Challenge Superweapon General map, they never shoot at anything.
Compare with the inferno cannon gun, MinTargetPitch = -90, which means an inferno cannon on a hill or a cliff can shoot anything below.
FireBaseHowitzerGun and StrategyCenterGun are also limited. StrategyCenterGun is especially bad, with MinTargetPitch = 45
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05-30-2008, 03:54 AM
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#29 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 708
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The cargo truck armed with nuke does not make a radiation field, it only makes the particle effect that looks like radiation but does no damage to anything. It needs to OCL a nuke radiation field like the neutron missile, in the neutronmissile slow death behavior.
It would also be good if the neutron missile slow death did 2 waves of damage so that it cleared away GLA building holes.
Last edited by beng; 05-30-2008 at 03:57 AM.
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06-04-2008, 03:47 PM
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#30 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 708
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Here is a silly bug, the Chinese parade red guard has for his movement animation
Flags = RANDOMSTART
This make him pick a random frame from the marching animation to start with, and as a result you can never get a group of them to march in step. You see this in the in-game cut scenes for the single player China missions, when you have parades and the parade red guards are all marching out of step, like they never had drill lessons or something.
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