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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. |
07-14-2008, 10:25 PM
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#51 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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The Strategy centres draw modules can be tidied up a lot by deleting away all the useless SNOW NIGHT DAMAGED etc states for the bits that don't have different models for those states (the gun, radar aerials, etc). Just delete away all of those states and add:
IgnoreConditionStates = NIGHT SNOW DAMAGED REALLYDAMAGED RUBBLE
Also, the AIUpdateInterface does not need the NaturalTurretAngle = -90 line as the turret is not pointing backwards normally.
Also, this, and many many other objects have in the AI module the C style comment marker // which is not recognised in Generals ini files. The only reason that does not crash the game is that after reading the valid part of the code at the front of those lines, the game then ignores anything else you write on the same line, even if you don't add a comment marker before it. That is also why you see 100.0f in the ambulance heal modules, the "f" is ignored.
If you try and put // by itself on a new line, it will crash the game.
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07-15-2008, 07:08 PM
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#53 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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The model itself had no tread animation. Also, Have anyone noticed the Scorpion dies using the USA Pow truck's debris?
The models are inside ZH, Its just unused.
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07-15-2008, 07:30 PM
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#54 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Double post (CURSETH LACK OF EDIT BUTTON)
I just noticed the sneak attack. Globally, All the sneak attacks have a AI module complete with the turret code. Not sure if its there to have a "purpose" or EA just left it behind.
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07-15-2008, 09:48 PM
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#55 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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The sneak attack tunnels have a dummy weapon which is why they need the turret code. The dummy weapon does very little damage, but it serves to alert the AI units guarding inside the tunnel that the tunnel is attacking enemies, and therefore they all come out to join in the fight.
PS: AIupdate modules search for targets within the object's vision range or it's weapon range, whichever is smaller. So the dummy tunnel network gun lets the sneak attack tunnel tell AI teams inside it to attack enemies within 175 distance. This is useful for when the AI uses the sneak attack and fires at your highest cost area - probably near buildings. The AI module should have AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS so that it attacks buildings.
Last edited by beng; 07-15-2008 at 09:55 PM..
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07-15-2008, 10:21 PM
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#56 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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There are a lot of sounds with no sound defined, i think like turret move loop sounds.
In SoundEffects.ini see for example StrategyCenter_BombardmentPlanUnpackSound, and all the strategy centre sounds following it, they have no sounds, which is why the strategy centre is so quiet when you change battle plans.
If you have some software that can do regular expression search, search for all the lines with = and then some white space or enter end of line, without any words after the =
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07-15-2008, 11:34 PM
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#57 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Infantry general's mini gunners have no fireFX bones for their anti air weapon, so they shoot from their feet at aircraft.
All the scud storm buildings have very badly done Draw modules. In the snow and night states, some bits like the flag or the canvas roof will appear and disappear depending on the damage state. This fixes them:
Code:
;---- Blinking Red light in middle -----
Draw = W3DModelDraw ModuleTag_02
IgnoreConditionStates = NIGHT SNOW DAMAGED REALLYDAMAGED
OkToChangeModelColor = Yes
DefaultConditionState
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = PREATTACK_A ATTACKING
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
ConditionState = ATTACKING
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
ConditionState = SOLD
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION
AliasConditionState = RUBBLE
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
End
;------ Canvas roof and aerial -----
Draw = W3DModelDraw ModuleTag_03
IgnoreConditionStates = NIGHT SNOW
OkToChangeModelColor = Yes
DefaultConditionState
Model = UBScudStrm_A6
Animation = UBScudStrm_A6.UBScudStrm_A6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED
Model = UBScudStrm_DA6
Animation = UBScudStrm_DA6.UBScudStrm_DA6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED
Model = UBScudStrm_EA6
Animation = UBScudStrm_EA6.UBScudStrm_EA6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
AliasConditionState = RUBBLE
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_A6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBScudStrm_DA6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBScudStrm_EA6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE
ConditionState = SOLD
Model = NONE
End
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD RUBBLE
AliasConditionState = AWAITING_CONSTRUCTION
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION RUBBLE
End
;----- GLA Flag -----
Draw = W3DModelDraw ModuleTag_04
IgnoreConditionStates = NIGHT SNOW PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
OkToChangeModelColor = Yes
DefaultConditionState
Model = UBScudStrm_F
Animation = UBScudStrm_F.UBScudStrm_F
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED
Model = UBScudStrm_DF
Animation = UBScudStrm_DF.UBScudStrm_DF
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED
Model = UBScudStrm_EF
Animation = UBScudStrm_EF.UBScudStrm_EF
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
AliasConditionState = RUBBLE
ConditionState = SOLD
Model = NONE
End
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD RUBBLE
AliasConditionState = AWAITING_CONSTRUCTION
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION RUBBLE
End
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07-16-2008, 11:48 AM
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#58 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Quote:
Originally Posted by beng
Infantry general's mini gunners have no fireFX bones for their anti air weapon, so they shoot from their feet at aircraft.
All the scud storm buildings have very badly done Draw modules. In the snow and night states, some bits like the flag or the canvas roof will appear and disappear depending on the damage state. This fixes them:
Code:
;---- Blinking Red light in middle -----
Draw = W3DModelDraw ModuleTag_02
IgnoreConditionStates = NIGHT SNOW DAMAGED REALLYDAMAGED
OkToChangeModelColor = Yes
DefaultConditionState
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = PREATTACK_A ATTACKING
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
ConditionState = ATTACKING
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
ConditionState = SOLD
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION
AliasConditionState = RUBBLE
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
End
;------ Canvas roof and aerial -----
Draw = W3DModelDraw ModuleTag_03
IgnoreConditionStates = NIGHT SNOW
OkToChangeModelColor = Yes
DefaultConditionState
Model = UBScudStrm_A6
Animation = UBScudStrm_A6.UBScudStrm_A6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED
Model = UBScudStrm_DA6
Animation = UBScudStrm_DA6.UBScudStrm_DA6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED
Model = UBScudStrm_EA6
Animation = UBScudStrm_EA6.UBScudStrm_EA6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
AliasConditionState = RUBBLE
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_A6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBScudStrm_DA6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBScudStrm_EA6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE
ConditionState = SOLD
Model = NONE
End
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD RUBBLE
AliasConditionState = AWAITING_CONSTRUCTION
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION RUBBLE
End
;----- GLA Flag -----
Draw = W3DModelDraw ModuleTag_04
IgnoreConditionStates = NIGHT SNOW PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
OkToChangeModelColor = Yes
DefaultConditionState
Model = UBScudStrm_F
Animation = UBScudStrm_F.UBScudStrm_F
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DAMAGED
Model = UBScudStrm_DF
Animation = UBScudStrm_DF.UBScudStrm_DF
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = REALLYDAMAGED
Model = UBScudStrm_EF
Animation = UBScudStrm_EF.UBScudStrm_EF
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
AliasConditionState = RUBBLE
ConditionState = SOLD
Model = NONE
End
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD RUBBLE
AliasConditionState = AWAITING_CONSTRUCTION
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION RUBBLE
End
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Don't forget the minigunners also uses the wrong soundfx when firing to the air.
Also, neat! One thing i noticed though is; The "lights" on Module_Tag02 starts frozen until the scud actually fires, Shouldn't that blink from the start? On the "canvas an aerials", The thing disappears when sold, shouldn't that use a AliasCondtionState instead? Same goes to the Flags.
Last edited by IraqiPeopleRocks; 07-16-2008 at 12:00 PM..
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07-18-2008, 10:23 AM
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#59 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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A Shrubbery problem
In ZH they have made most trees unable to be damaged except by being run over by vehicles. The only trees that can be burnt or knocked down by a nuclear explosion are the palm trees.
However, they incompletely modified several shubbery objects, which means that they cannot be destroyed, but yet still have most of the modules that the can be destroyed trees have, which means they use as much CPU resources for nothing. They should either be converted to indestructible trees, or into the Generals style flammable trees.
These objects are: TreeFir01B, TreeCherryBlossom01, TreeCherryBlossom02, TreeSpruceStump
To change them into flammable trees, repace their draw module with the one from the Generals ini file, and delete OPTIMIZED_TREE from their KindOf.
TreeSpruceStump is a special case, it is the stump from fallen non-optimized trees. To make it able to die and go away, change the draw module to the one from the Generals version of the same object, delete OPTIMIZED_TREE from the KindOf, and change Highlander to Active body. You may also want to put a delay of some seconds in the LifetimeUpdate.
If you want to make more trees flammable, replace teir draw modules with the ones from Generals, and make them reskins of the generic tree rather than the generic optimized tree.
Last edited by beng; 07-18-2008 at 10:29 AM..
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07-18-2008, 09:06 PM
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#60 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Tiny bug (i guess this is an EA inside joke):
All of China's supply truck have a small mass amount. So in the end, when a weapon with a shockwave shoots it. It flys to orbit and when it comes down, it has little or no damage at all.
To change it, Find the "PhysicsBehavior" of the Chinese supply truck and change the mass from 5.0 to anything, 50 is the desirable amount. Now, when it get shot, it won't go to orbit real fast and when it comes down; theres a chance it would die.
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