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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. |
06-12-2008, 08:18 PM
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#31 (permalink)
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Member
Join Date: Jul 2006
Posts: 32
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We can't forget the worst bugs, like the infamous scud-bug or the combat (and regular) chinhook bugs. From memory, Deezire had fixed these in Pro-gen. But I get the feeling he had fixed some of the other bugs mentioned here as well. So I'm not sure if they count. Nor can I mention where exactly in the .ini these things went wrong, however as Deezire didn't change the engine when he made Pro-gen, that says that there is something wrong in the .ini files.
So many times I came across spelling mistakes though. Any I spot from now on I will make note and post on here.
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06-13-2008, 10:49 AM
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#32 (permalink)
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Senior Member
Join Date: Feb 2007
Posts: 164
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Re: Coding Mistakes
Quote:
Originally Posted by lil-bondy
We can't forget the worst bugs, like the infamous scud-bug or the combat (and regular) chinhook bugs. From memory, Deezire had fixed these in Pro-gen. But I get the feeling he had fixed some of the other bugs mentioned here as well. So I'm not sure if they count. Nor can I mention where exactly in the .ini these things went wrong, however as Deezire didn't change the engine when he made Pro-gen, that says that there is something wrong in the .ini files.
So many times I came across spelling mistakes though. Any I spot from now on I will make note and post on here.
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Speaking of spelling mistakes, you misspelled chinook as "chinhook."
There is a bug I found in the USA Campaign mission "Operation: Blue Eagle": it involves the chase scene where the Rocket Buggy and Technicals drive around the city and stop in front of Dragon tanks. The Dragon tanks attack the buggy, but the buggy doesn't get blown apart immediately as it normally would.
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06-17-2008, 05:09 PM
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#33 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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The patriot batteries all have draw modules which have conditionstates for SOLD DAMAGED and SOLD REALLYDAMAGED but none for just SOLD.
Also, laser general's patriot battery has unnecessary conditionstates because it has no models for night and/or snow, so it should just use IgnoreConditionStates = NIGHT SNOW and leave out all those NIGHT / SNOW conditionstates.
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06-27-2008, 09:34 PM
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#34 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Air force general's raptor has an armor set upgrade module but no PLAYER_UPGRADE armor set, unlike the normal raptor.
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06-28-2008, 12:34 AM
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#35 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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In ZH, TechArtilleryPlatform and all the strategy centre guns have no WeaponFireFXBone, so the particle systems associated with the firing of their guns appear at the model origin.
Also, strategy centres do not have KindOf CAN_ATTACK and their weaponset has no weapon that the AI can fire (auto choose sources = NONE). It's amazing that it fires at all.
Last edited by beng; 06-28-2008 at 12:38 AM..
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07-01-2008, 05:42 PM
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#36 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Quote:
Originally Posted by beng
The patriot batteries all have draw modules which have conditionstates for SOLD DAMAGED and SOLD REALLYDAMAGED but none for just SOLD.
Also, laser general's patriot battery has unnecessary conditionstates because it has no models for night and/or snow, so it should just use IgnoreConditionStates = NIGHT SNOW and leave out all those NIGHT / SNOW conditionstates.
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Don't forget the other patriot batteries.
Also, keep this up man. This thread is really helping my mod 
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07-03-2008, 02:42 PM
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#37 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Some buildings, when upgraded, change their command set, and the upgraded command set is missing some buttons, like when Nuke general's command centre is upgraded with mines, the upgraded commandset loses the Frenzy button.
This bug also affects i think some of Demo General's objects when they get the suicide bomb upgrade. Like his Black market upgraded command set lacks the Command_UpgradeGLABuggyAmmo.
This is not really a bug, but a lot objects have too many unnecessary modules. More modules means more lag as the game has to check and update all the modules of each object each frame. For example a lot of vehicles have 3 death behaviors when 1 would do. They have CreateObjectDie, DestroyDie, FXListDie, FireWeaponWhenDead when all of these can be done by one InstantDeathBehavior module.
Also, the bomb truck uses a very long and messy method to set up different effects with different upgrades, by firing weapons which do nothing but call FX lists. Instead of that they could have used FXListDie for all the different effects as FXListDie can take
StartsActive = No
TriggeredBy = Upgrade_GLAAnthraxBeta
ConflictsWith = Upgrade_GLAAnthraxGamma
for example
see:
ini editing discoveries and tips for Generals & ZH - CnCMaps Map Editing Forums
Last edited by beng; 07-03-2008 at 02:48 PM..
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07-03-2008, 02:54 PM
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#38 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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A lot of weapon objects have death behaviors with DeathTypes = NONE +DETONATED but by experimenting i found that +DETONATED somehow never gets used and when projectiles detonate they always die with NORMAL and not DETONATED flags.
So these should be changed to NONE +DETONATED +NORMAL and the non laser death modules should then use ALL -LASERED -DETONATED -NORMAL
Also, anti ballistic missile weapons like the china gattling building gun air and GLA stinger missile weapon air should preferably cause the death type LASERED (or if not, at least EXPLODED and not NORMAL) so they can make projectiles die properly. Otherwise, with some mods where things like scud storm missiles can be shot down, they will explode when shot down by gattlings but not when shot down by lasers.
And the scud storm damage weapon should have radius affects NOT_SIMILAR so they don't damage each other. Then the scudstorm missile object would not have to have a health of 999999999
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07-03-2008, 05:07 PM
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#39 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Quote:
Originally Posted by beng
Some buildings, when upgraded, change their command set, and the upgraded command set is missing some buttons, like when Nuke general's command centre is upgraded with mines, the upgraded commandset loses the Frenzy button.
This bug also affects i think some of Demo General's objects when they get the suicide bomb upgrade. Like his Black market upgraded command set lacks the Command_UpgradeGLABuggyAmmo.
This is not really a bug, but a lot objects have too many unnecessary modules. More modules means more lag as the game has to check and update all the modules of each object each frame. For example a lot of vehicles have 3 death behaviors when 1 would do. They have CreateObjectDie, DestroyDie, FXListDie, FireWeaponWhenDead when all of these can be done by one InstantDeathBehavior module.
Also, the bomb truck uses a very long and messy method to set up different effects with different upgrades, by firing weapons which do nothing but call FX lists. Instead of that they could have used FXListDie for all the different effects as FXListDie can take
StartsActive = No
TriggeredBy = Upgrade_GLAAnthraxBeta
ConflictsWith = Upgrade_GLAAnthraxGamma
for example
see:
ini editing discoveries and tips for Generals & ZH - CnCMaps Map Editing Forums
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Neat, I should clean up the bombtrucks. Also, should i upload the more updated module list? Oh yeah, I added your discovered parameters in the module list.
Oh yeah, was checking the veterancy states of the weaponsets. Perhaps we can use this for added weapon upgrades other than the "PLAYER_UPGRADE" State? Since we can use the "Upgrade_Veterancy_XXX" upgrades.
-Chris
Last edited by IraqiPeopleRocks; 07-03-2008 at 05:10 PM..
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07-03-2008, 05:11 PM
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#40 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Females die with male voices
Code:
; ----------------------------------------------
FXList FX_DieByFireFemale
Sound
Name = DieByFireChina
End
End
; ----------------------------------------------
FXList FX_DieByToxinFemale
Sound
Name = DieByToxinChina
End
End
Should use DieByFireFemale and DieByToxinFemale
> Oh yeah, was checking the veterancy states of the
> weaponsets. Perhaps we can use this for added weapon
> upgrades other than the "PLAYER_UPGRADE" State?
> Since we can use the "Upgrade_Veterancy_XXX" upgrades.
I think you can combine them so you can have all sorts of weaponsets like
Conditon = PLAYER_UPGRADE HERO CRATE_UPGRADE_TWO
which will be triggered if the unit has all 3 of those flags.
Using Upgrade_Veterancy_XXX is fine when you already have a WeaponSetUpgrade module which you want to make so it is triggered by either a purchased upgrade or by veterancy (see Toxin Truck for example), but sometimes you may want to make units that are just upgraded by veterancy alone, without the need to add a WeaponSetUpgrade module, and for this the Conditon = ELITE etc is a very good way to do it as it saves adding another module to the object.
Just make sure that when you do that you include weaponsets for all 3 veterancy levels, even if some of the sets use the same weapons, else if you only do them for say, VETERAN and ELITE and not for HERO then when the unit gets to 3 stripes rank it will revert to it's "Condition = None" weaponset.
Last edited by beng; 07-03-2008 at 05:18 PM..
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