 |
Forum Info
|
 |
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842
Administrators:
DeeZire, Redemption
There are currently 35 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-03-2008, 05:27 PM
|
#41 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
|
Thanks beng. Also, has anyone noticed that lotus uses and the hacker uses the wrong death screams?
Not sure but IIRC, Some GLA infantries also have wrong death screams.
|
|
|
07-05-2008, 05:14 PM
|
#42 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
Superweapon fuel air bombs often do not OCL the explosive gas when they hit structures.
I think this may be because their MissileAIUpdate module lacks the DetonateCallsKill line, which results in the death behaviors not playing when they detonate (as a result of hitting a structure, since the weapon has ProjectileCollidesWith = STRUCTURES) instead of dying by height die.
Either the weapon should not have ProjectileCollidesWith = STRUCTURES or they should add DetonateCallsKill to the MissileAI
|
|
|
07-09-2008, 01:49 AM
|
#43 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
AirF_AmericaFireBase uses the damaged model for the REALLYDAMAGED RUBBLE SNOW conditionstate, instead of the _ES model like all the other firebases.
|
|
|
07-09-2008, 02:02 AM
|
#44 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
In Generals, if you search the ini files for
AIUpdateInterface ModuleTag_20
You will find a lot of unnecessary AIUpdateInterface modules that are placed before the KindOf line, which you should delete.
In ZH they have removed most of them.
|
|
|
07-12-2008, 02:25 PM
|
#45 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
All the JetSlowDeath and HelicopterSlowDeath modules have
DestructionDelay = 99999999
This has the effect that when an aircraft is killed by a non standard death type, it never crashes but keeps on flying forever in a circle although it is dead. See for example:
YouTube - command and conquer generals - how to create the chinook bug
To fix this, the DestructionDelay should be set to something like 8 seconds, 8000, so that if it fails to crash the aircraft will at least disappear after 8 seconds instead of becoming eternally flying junk. At the start of the last ZH china campaign mission where the US pulls out of the base and a chinook is shot down, it takes a long time to crash because of some sand bags, which is why i suggest about 8 seconds.
Also, in ZH weapon.ini, Demo_ScudStormDamageWeapon has the comments:
;NOTE: Removed the meta-physics for these missiles because it was causing some missles to stop and rotate in place.
;I don't know how to fix this. - Comes 6/03
And then the shockwave section is commented out. Well here is how to fix it:
Add NOT_SIMILAR to the RadiusDamageAffects line. This should be done for all scud storm damage weapons, and preferably the bomb truck damage weapons too (so they become like terrorists who don't blow each other up). The scud storm missile health can then be reduced to a reasonable amount so it can be shot down.
|
|
|
07-12-2008, 05:43 PM
|
#46 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
The primary damage of the ClusterMineWeapon is half that of it's SecondaryDamage. Surely it should be the other way round?
|
|
|
07-12-2008, 09:24 PM
|
#47 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
|
Quote:
Originally Posted by beng
All the JetSlowDeath and HelicopterSlowDeath modules have
DestructionDelay = 99999999
This has the effect that when an aircraft is killed by a non standard death type, it never crashes but keeps on flying forever in a circle although it is dead. See for example:
YouTube - command and conquer generals - how to create the chinook bug
To fix this, the DestructionDelay should be set to something like 8 seconds, 8000, so that if it fails to crash the aircraft will at least disappear after 8 seconds instead of becoming eternally flying junk. At the start of the last ZH china campaign mission where the US pulls out of the base and a chinook is shot down, it takes a long time to crash because of some sand bags, which is why i suggest about 8 seconds.
Also, in ZH weapon.ini, Demo_ScudStormDamageWeapon has the comments:
;NOTE: Removed the meta-physics for these missiles because it was causing some missles to stop and rotate in place.
;I don't know how to fix this. - Comes 6/03
And then the shockwave section is commented out. Well here is how to fix it:
Add NOT_SIMILAR to the RadiusDamageAffects line. This should be done for all scud storm damage weapons, and preferably the bomb truck damage weapons too (so they become like terrorists who don't blow each other up). The scud storm missile health can then be reduced to a reasonable amount so it can be shot down.
|
@First fix suggestion: That video is just hilarious XD !!! Also, I noticed the eternal delay too but i haven't tried tweaking it. I might tweak it later! Thanks for that
@Scud: That shows how EA is a retard, they don't even know how there OWN Engine works XD !
Quote:
Originally Posted by beng
The primary damage of the ClusterMineWeapon is half that of it's SecondaryDamage. Surely it should be the other way round?
|
Neat, never knew that until now! Thanks Beng 
|
|
|
07-14-2008, 08:14 AM
|
#48 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
Object ScorpionTankShell uses FireWeaponWhenDeadBehavior ModuleTag_08 to fire a weapon that does nothing but FX. Instead of doing that they could have just used FXListDie to call the FX, since FXListDie can take StartsActive, ConflictsWith, TriggeredBy, etc.
Have you noticed that when the scorpion tank fires it's rocket, the rocket doubles in size as it leaves the tank?
Object ScorpionMissile is the projectile used by the scorpion tank missile weapons, but the model it uses, UVScorpion_m, is the rocket for the unused GLA Scorpion APC vehicle (UVScorpion.w3d), which is twice the size of the rockets on the UVLiteTank model used for the scorpion tank. The correct model for the rocket used by the tank is UVLiteTank_M.
|
|
|
07-14-2008, 03:14 PM
|
#49 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
|
Was lurking in the fake buildings of juhziz and found this (not sure if this exist globally on all fake buildings) :
Demo Fake Black market:
Quote:
Behavior = SlowDeathBehavior ModuleTag_07
ExemptStatus = UNDER_CONSTRUCTION
DestructionDelay = 0
Weapon = FINAL Demo_FakeStructureDetonationWeapon
End
Behavior = DestroyDie ModuleTag_SlowDeathException
RequiredStatus = UNDER_CONSTRUCTION
End
|
I don't get why there's even a DestroyDie module. Also, The "SlowDeathBehavior" module can use the "InstantDeathBehavior" instead.
Edit:
Was looking at the Toxin tunnel and found this:
Quote:
DefaultConditionState
Model = UBToxTunn
Turret = Turret01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponLaunchBone = PRIMARY BarrelMS
WeaponMuzzleFlash = PRIMARY BarrelFX
End
ConditionState = DAMAGED
Model = UBToxTunn_D
WeaponFireFXBone = PRIMARY BarrelMS
WeaponLaunchBone = PRIMARY BarrelMS
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBToxTunn_E
WeaponFireFXBone = PRIMARY BarrelMS
WeaponLaunchBone = PRIMARY BarrelMS
ParticleSysBone = Steam01 SteamVent
End
|
The damaged and reallydamaged states have the firebones defined on there own even if they reference the "DefaultConditionState" by default. Also, The "WeaponMuzzleFlash" is useless since that version of the tunnel have no machine gun .
Last edited by IraqiPeopleRocks; 07-14-2008 at 03:26 PM..
|
|
|
07-14-2008, 03:58 PM
|
#50 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Posts: 777
|
Quote:
Originally Posted by IraqiPeopleRocks
I don't get why there's even a DestroyDie module. Also, The "SlowDeathBehavior" module can use the "InstantDeathBehavior" instead.
|
It is for the case when the object dies before it has been finished being constructed by the worker. in that case it does not fire the weapon.
However, the destroy die, create object die, and FXlist die can all be combined into one InstantDeathBehavior for the UNDER_CONSTRUCTION status, and the SlowDeathBehavior (or Instant Death if you prefer) for the other status can also include the FX and OCL to make the bits of destoryed building.
Quote:
|
The "WeaponMuzzleFlash" is useless since that version of the tunnel have no machine gun .
|
Not only that, it does not even have a MuzzleFX bone! Even if it did have a machine gun, the MuzzleFX cannot show because there isn't any. (BTW it does not matter whether the weapon is a machine gun or not, the muzzleFX should show if it is there, but it looks funny for the toxin stream to come out of a muzzle flash, so they dind't include one).
Here is another bug:
All the special power big transport planes (cargo jets, B3, B52, China carpet bomber etc) do not have OnGroundDeath specs in their JetSlowDeath behaviors. The result of this is that when they die on the ground (like when you try and bomb Superweapon General's base in the Generals challenge and your plane gets EMPed), they just disappear with no effects.
To fix this, add this to all their JetSlowDeaths:
Code:
FXOnGroundDeath = FX_BigPlaneDeath
OCLOnGroundDeath = OCL_AmericaJetCargoHulkDeath
Last edited by beng; 07-14-2008 at 04:01 PM..
|
|
|
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 09:46 PM.
|