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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. |
10-03-2008, 08:54 AM
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#261 (permalink)
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Member
Join Date: Feb 2006
Location: Kidderminster
Posts: 72
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Yes, sorry...the fake structure is a lot simpler, just be sure that there is no OCLUpdate module. Christ, it's so simple that I didn't even think of it! In fact, it would work for both methods, separate files or recompilation...because it's just the Command Button that needs changing, there will be no issues with the fake structure since it would be a unique object.
Wait a minute, there's a problem...
If you go changing the Command Button, you'll find that the AI won't be building the SDZ, unless of course you alter the scripts accordingly. So for this method, you'll need to use BuildVariations to point to the fake which then turns into an exact clone of the original. Consequently, you're back to square one because the original structure will still have the OCLUpdate module, but I don't know if the bug will occur.
By the way, this really should be discussed in a separate thread, might be an idea for a moderator to split these posts.
Last edited by Mere_Mortal; 10-03-2008 at 09:09 AM..
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10-03-2008, 09:53 AM
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#262 (permalink)
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Member
Join Date: Feb 2006
Location: Kidderminster
Posts: 72
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Alright, the bug does not occur, however...the Microwave ceases to fire once the construction has completed and become a real structure, which defies the point of an enemy attacking it and leaving their unit to its own means to keep it disabled once complete. Or this might apply to an EMP bomb - no matter how long is left on the EMP charge, the structure will come online as soon as its built. Whilst a Dozer would normally be disabled, that doesn't mean to say it was withinin range when the EMP hit or that the player doesn't have GLA tech and is using a Worker to build it. Naturally, an enemy that knows of it wouldn't do this because it would execute the bug, but if they know the bug is fixed, it gives them the option to do it explicitly. When micromanagement comes into play, they might decide to disable it before it comes online rather than dealing with it later when they could instead be focusing on other matters.
Again, the problem is the AI being unable to build something that isn't scripted so it would in fact be best to move the OCLUpdate into a container and is spawned only upon completion, this will ensure that, where appropriate, the structure remains disabled once constructed.
Or is there a way to transfer the disabled status?
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10-03-2008, 10:33 AM
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#263 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Ok, here an idea: The dozers still build the old SDZ objects, but we change those old SDZ to the fake and we only use one real SDZ object (e.g. AmericaSupplyDropZoneReal) for the actual object.
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10-03-2008, 06:17 PM
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#264 (permalink)
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Member
Join Date: Feb 2006
Location: Kidderminster
Posts: 72
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No, you're missing the point...the fake structure will no longer be disabled when the construction completes because it will be a new object. This scenario defeats micromanagement and also the EMP effects. If you use BuildVariations instead of replacing the original then the final structure will be exactly what the Dozer places in the first instance. There's another problem with ReplaceObjectUpgrade...unless you recompile INI.BIG, you cannot alter the power usage of the original SDZ so it will subsequently use twice the power. This is a bug in itself and I do not know of a way to get around it (to see this bug in another context, use a StartingBuilding in PlayerTemplate.INI that needs/gives power, it will use/provide twice as much...I cannot fathom why this happens).
The trouble is that it really does depend on how the code is being employed as to how you go about fixing these problems...be it duplication or recompilation. This matters greatly so don't ever underestimate the side-effects that can occur.
So, in a nutshell...
Pointing the Command Button to another object will prevent the AI from building it, unless it is explicitly scripted to do so.
ReplaceObjectUpgrade means the replacement object will not be the subject of disabling effects, thus affecting game-play adversely.
Maintaining INIZH.BIG means that the original code will still be executed in a lot of cases. There are ways around this, for example naming the custom BIG or INI file with the first letter being alphabetically before or after "I" (for "INIZH"). Whether it's before or after really does depend on what you're doing and I am yet to fully understand its "logic". Because I could not stop the original SDZ from spawning the OCL, I removed the original data from the OCL entry, thus being a phantom OCL, and cloned it for use by the contained object once the construction is complete. In any case, I have successfully fixed the Scud, Patriot, Tunnel and SDZ bugs without recompiling so this method is certainly viable.
Recompiling INIZH.BIG will save a whole lot of bother, but this might increase the size of the mod and the end-user may inadvertently overwrite the original without first making a backup. Another issue with recompiling is that it might conflict with other mods or patches that recompile the original BIG file, whereas applying code separately may still be compatible with those changes.
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10-03-2008, 10:23 PM
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#265 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Sorry, that one is for make the dozer can build the fake/modified SDZ. And I'm not using the GLA fake structures replace object method coz I also know the power bug and when it replaced the previous damage can't be transfered. I use sneak attack method (built, die/deleted, then ocl the new object) like beng said. An object can't kill itself when disabled. Try to disable a rising sneak attack, it will never replaced with the real tunnel network when it disabled.
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10-04-2008, 04:43 AM
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#266 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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About the power bug, what if you make the fake version use no power? Does it still happen?
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10-05-2008, 01:48 PM
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#267 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 452
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Quote:
Originally Posted by n5p29
No, that will make SDZ can't be disabled by microwaves. The SDZ exploit problem is when it disabled when constructing it will deliver the first drop right after it finished. So, to prevent this we must make the constructed SDZ a fake building that replaced with the real SDZ so there is no way to make an SDZ exploit. And a correction: There is no need to remove subdual from the fake SDZ so cheaters will only make a useless move by disabling the fake SDZ  .
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Lets think for a while, make the SDZ immune to Microwave tanks and fix the SDZ exploit Or Make it not immune to the microwave and just find a super hard method of fixing this simple glitch..
For me, i'll make it immune to microwave tanks instead. Yeah, Microwave tanks cannon disable it anymore but you fixed the SDZ bug.
Also, I rarely use Microwave tanks anyway. Why disable when you can blow it up instead? :P
EDIT: On the migs, Am i the only one that thinks that the MiG Armour upgrade is just way too useless? Also, Why MiG's uses the "MaxHealthUpgrade" for its armour upgrade while the entire US Aircraft fleet uses "ArmorUpgrade" Module for its countermeasures? IMO, MiG's should get a new armour set when you research the armour upgrade Instead of adding a useless "boost" to its max health..
Last edited by IraqiPeopleRocks; 10-05-2008 at 01:53 PM..
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10-06-2008, 05:00 AM
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#268 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Sometimes you want to disable SDZ while your army men capture it.
Yeah give it the countermeasures armor. Sentry drone also use max health i think. Max health is for when you want more halth but the same kind of armor.
Also, all the CountermeasuresBehavior modules use Flare bones but no such bones exist in any aircraft models i have so far looked at. Better to use WINGTIP or ENGINE and ExtraPublicBone those in the draw modules.
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10-06-2008, 07:09 AM
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#269 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Quote:
Originally Posted by IraqiPeopleRocks
Lets think for a while, make the SDZ immune to Microwave tanks and fix the SDZ exploit Or Make it not immune to the microwave and just find a super hard method of fixing this simple glitch.
For me, i'll make it immune to microwave tanks instead. Yeah, Microwave tanks cannon disable it anymore but you fixed the SDZ bug.
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Quote:
Originally Posted by beng
Sometimes you want to disable SDZ while your army men capture it.
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Also, like I said, to fools the cheaters  It also a terrible if SDZ can't be disabled.
Then..
Quote:
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Originally Posted by IraqiPeopleRocks
On the migs, Am i the only one that thinks that the MiG Armour upgrade is just way too useless? Also, Why MiG's uses the "MaxHealthUpgrade" for its armour upgrade while the entire US Aircraft fleet uses "ArmorUpgrade" Module for its countermeasures? IMO, MiG's should get a new armour set when you research the armour upgrade Instead of adding a useless "boost" to its max health..
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Quote:
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Originally Posted by beng
Yeah give it the countermeasures armor. Sentry drone also use max health i think. Max health is for when you want more halth but the same kind of armor.
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It's up to you if you want make those migs a new armor, since it's a strange thing for migs, drones, and tanks that use MaxHealthUpgrade rather than ArmorUpgrade. I prefer to leave them just like before.
For the countermeasures bone:
Quote:
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Originally Posted by beng
Also, all the CountermeasuresBehavior modules use Flare bones but no such bones exist in any aircraft models i have so far looked at. Better to use WINGTIP or ENGINE and ExtraPublicBone those in the draw modules.
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I see no differences between the unexisted flare bone with these bones, so I think it's okay even you didn't change it 
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10-07-2008, 11:39 PM
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#270 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Alex's ICBM changes into Chinese Nuclear Missile Silo in the night. Wow!  Change the night module into the right model, or put "IgnoreConditionStates = NIGHT SNOW" and remove any NIGHT and SNOW conditions.
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