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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-22-2008, 09:11 PM
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#71 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Another, Demo units don't die properly when upgraded with suicide packs. Also, there's craploads of "FireweaponWhenDead" module scattered on the units XD!
For example: Scorpions detonates, sits for ages THEN it kills itself again using the right fx's.
Another: Technical's gunner disappears when you detonate the suicide pack and doesn't go airborne compared to its vGLA cousins.
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07-23-2008, 08:28 PM
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#72 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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The suicide power for Demo General is pretty useless anway. The damage it causes is not worth the cost of the thing you suicide (except perhaps for rebels which are cheaper than terrorists).
Also, instead of having all those command set upgrade modules just to add the suicide button, they should have used the button itself to need the upgrade to enable it, like the radar van scan button, then the button will be useable only when the upgrade is bought. And looking at the upgrade command sets i remember some of them are missing buttons that are in the non upgrade command sets (i think black market and command center have this bug).
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07-23-2008, 10:43 PM
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#73 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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The scorpion tank in ZH has an upgrade turret object with Mizzle02 MuzzleFX02 Barrel02 etc, but the draw module does not specify which barrel or muzzle or MuzzleFX to use for the upgraded versus non-upgraded states. The result will be that for every alternate shot, the tank will use the wrong recoil, launch and FX bones, those belonging to the hidden subobjects.
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07-24-2008, 02:00 AM
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#74 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Quote:
Originally Posted by beng
Also, instead of having all those command set upgrade modules just to add the suicide button, they should have used the button itself to need the upgrade to enable it, like the radar van scan button, then the button will be useable only when the upgrade is bought. And looking at the upgrade command sets i remember some of them are missing buttons that are in the non upgrade command sets (i think black market and command center have this bug).
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Thats actually not a BAD idea! IMO, The commandset switch is just stupid. Also, is there a way to fix the suicide bug for the worker and RPG trooper?
How to see the bug:
1: Select one worker and a RPG trooper (both un upgraded with suicide packs)
2: Press the suicide button
3: Watch the worker do the "hunting landmines" animation while the RPG trooper just dies instantly.
Last edited by IraqiPeopleRocks; 07-24-2008 at 02:09 AM..
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07-24-2008, 02:41 AM
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#75 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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More coding bugs:
On Juhziz's Barracks;The barracks have a SlowDeathBehavior for its "suicide" ability but the problem is, the barracks don't have or gain from suicide packs. Also, it has a empty weaponset field.
Juhziz's stinger site have a stray AIUpdateInterface Module, Other Stinger sites don't have this.
Tunnels upgraded with suicide packs looses its "stop" button from its command set.
Last edited by IraqiPeopleRocks; 07-24-2008 at 02:46 AM..
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07-24-2008, 10:38 AM
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#76 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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An AIupdate module is needed to fire weapons from a weaponset. The worker does the demining animation because he somehow thinks you are telling him to hunt mines, i think it is something to so with his AI not allowing him to fire weapons except when hunting mines.
A way to fix it (i think - haven't tested the worker to see) and also to free up weaponset slots in objects for more useful weapons, is to use a special power to fire the suicide weapon instead of weaponset + AIupdate.
There is already an unused special power that can be modified to do this, and this is what i used in my demo mod, for those objects which i want to have 3 useful weapons in the weaponset.
The special power is SuperweaponDetonateDirtyNuke, the enum from which which is useful as it does not need a target location.
I made it into this:
Code:
SpecialPower SpecialPowerDemoSuicide
Enum = SPECIAL_DETONATE_DIRTY_NUKE
ReloadTime = 0
PublicTimer = No
SharedSyncedTimer = No
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 100
End
And in the object:
Code:
Behavior = OCLSpecialPower ModuleTag_DemoSuicide
SpecialPowerTemplate = SpecialPowerDemoSuicide
OCL = OCL_FireSuicide
CreateLocation = USE_OWNER_OBJECT
End
And the OCL it calls is:
Code:
ObjectCreationList OCL_FireSuicide
FireWeapon
Weapon = SuicideWeapon
End
End
Button:
Code:
CommandButton Command_SpecialPowerDemoSuicide
Command = SPECIAL_POWER
SpecialPower = SpecialPowerDemoSuicide
Options = OK_FOR_MULTI_SELECT NEED_SPECIAL_POWER_SCIENCE NEED_UPGRADE ;CONTEXTMODE_COMMAND
Upgrade = Demo_Upgrade_SuicideBomb
TextLabel = CONTROLBAR:SuicideAttack
ButtonImage = SUSuicideAttk
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLASuicideAttack
End
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07-26-2008, 11:38 PM
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#77 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Neat! Also, The radar van scan method somewhat worked. The buttons exist but it doesn't fire since its not upgraded with the suicde pack 
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07-27-2008, 12:36 AM
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#78 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Was lurking in the ini files and found that:
1: The other technicals is missing this code from its draw module:
Code:
DirtSpray = RocketBuggyDirtSpray
VGLA Have it (except the third variant which is weird) while Demo, stealth and toxin don't have it.
2: The AI code of the technical have "SECONDARY" and "TERTIARY" defined in its "ControlledWeaponSlots" field even though it has no extra weapons.
3: Thrax and Kassad uses VGLA Technical variants while the code for there own version exists already.
4: Technicals have this:
Code:
DefaultConditionState
Model = UVTechTrck
End
ConditionState = REALLYDAMAGED
Model = UVTechTrck_d
End
ConditionState = RUBBLE
Model = UVTechTrck_d
End
You can just always merge REALLYDAMAGED and RUBBLE into one, so it will look like this:
Code:
ConditionState = REALLYDAMAGED RUBBLE
Model = UVTechTrck_d
End
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07-27-2008, 08:25 AM
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#79 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Thrax and Kassad uses VGLA Technical variants is a common thing, see also the fact that everyone uses VGLA holes instead of their own holes, and all the American factions have their own spectres and sprectre portable structures, but use VAmerica ones, and most of the China sides have their own Overlord structures but use VChina ones, etc. Still all this surpless objects is very useful for making complex map.inis because you have a lot of unused objects that you can mod into useful things.
Same goes for all the unused W3D models in ZH, you can use them in map.inis or mods.
It is useful to keep reallydamaged and rubble separate as you may decide to have a separate model for the rubble state (usually the _D1 model).
REALLYDAMAGED RUBBLE is supposed to be for the state when it is rubble and also really damaged, which is always, but it also works for REALLYDAMAGED but not yet RUBBLE because the game cannot find a better match, so it's not ideal. If you then have another conditionstate that has REALLYDAMAGED but not RUBBLE, like REALLYDAMAGED ATTACKING or something, then it will choose the other conditionstate.
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07-28-2008, 01:46 PM
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#80 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Quote:
Originally Posted by beng
REALLYDAMAGED RUBBLE is supposed to be for the state when it is rubble and also really damaged, which is always, but it also works for REALLYDAMAGED but not yet RUBBLE because the game cannot find a better match, so it's not ideal. If you then have another conditionstate that has REALLYDAMAGED but not RUBBLE, like REALLYDAMAGED ATTACKING or something, then it will choose the other conditionstate.
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Maybe, But the troopcrawler uses this method. Oh yeah, here's a weird comment of EA for it found on the troopcrawler:
Quote:
; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' UNDER PENALTY OF DEATH MLorenzen
; @todo find out why a non-animating model like this has such trouble matching
; reallydamaged against moving against rubble, etc.
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I guess when it dies, it would sync with it or something like that 
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