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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. |
09-03-2008, 06:56 PM
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#171 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Many civilian buildings also have unused animation. Many of those buildings have animation when not garrisoned. For example civilian airport tower/antenna/building lights animating when night. Or the car dealer's have spinning car on its entrance. To know what buildings that can be animated, try to garrison it and find the differences.
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09-03-2008, 08:50 PM
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#172 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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The searchlight can also be animated, if it is KindOf STRUCTURE.
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09-04-2008, 01:19 PM
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#173 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Quote:
Originally Posted by n5p29
Uh oh, sorry, I mean those toxin tractor spawn green field WHEN DEAD (without anthrax gamma upgrade). It's so strange that chem general starts with anthrax beta but his tractor spoils green field and not the blue one.
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Don't forget the scud storms. The weird part, Demo's Scud Storm has no toxin payload and yet, when it dies, it spawns a toxin field.
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09-04-2008, 11:33 PM
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#174 (permalink)
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Junior Member
Join Date: Oct 2006
Location: Pasir Ris, Singapore
Posts: 13
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Quote:
Originally Posted by IraqiPeopleRocks
Don't forget the scud storms. The weird part, Demo's Scud Storm has no toxin payload and yet, when it dies, it spawns a toxin field.
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Thats EA for you. Leaving lots of bugs and unimplemented stuff.
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09-05-2008, 01:20 AM
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#175 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Also, all scud storm still spawn green field even anthrax upgrades are already purchased.
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09-05-2008, 03:53 AM
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#176 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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True, but those scud storm poison fields are only good for killing off the first worker out of the hole so the scud storm takes 20 seconds longer to rebuild. They don't really have any other use, so it doesn't matter what colour they are, i don't think it's worth adding another module just to make a different poison field.
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09-05-2008, 11:05 AM
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#177 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Bug:
The Overlord and Emperor's Turret AI doesn't have the "SECONDARY" in the "ControlledWeaponSlots" Field so when the Overlord or Emperor gets the gattling cannon upgrade. Instead of just turning the turret when it aims the gattling gun, the entire tank rotates to aim the gat gun. The Gattling gun also has a shit slow turn rate so this just waste too much time for the overlord/emperor.
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09-07-2008, 01:33 PM
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#178 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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The turn rate for the overlord gattling turret must be the same as the turn rate for the overlord turret, otherwise then the turret turns and the gattling turns at the same time, it will end up pointing in a different direction from the target.
The helix gattling lacks controlled slot SECONDARY so it can never fire the anti-air gun unless the helix is pointed directly at the target, which is very rare.
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09-09-2008, 05:28 PM
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#179 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Don't know if this is count but, Rocket Buggies, Scorpions and other GLA Units i forgot strangely don't benefit from the AP Rockets upgrade and AP Bullets upgrade. Even though, They have the Upgrade "Cameo" coded in them..
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09-09-2008, 05:58 PM
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#180 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Huh? Aren't they have weaponbonus module in their engineering parameter and also weapon bonus line in their weapons? 
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