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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-05-2008, 09:44 AM
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#1 (permalink)
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Junior Member
Join Date: Feb 2008
Posts: 20
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A few things.
Okay superior coders and modders, I've got some questions:
1. Is it possible to make the Troop Crawler be built with different infantry, lets say, 5 Red Guards and 3 Tank Hunters?
I know that the parameter
InitialPayload = ChinaInfantryRedguard 8
of
Behavior = TransportContain ModuleTag_06
should be the key, but I don't know how (if possible) to make different infantry spawn with the unit.
2. I gave the chinese MiG two weapons - 4 air-to-air missiles and 4 anti-tank missiles (the AAMs are strictly usable only againts aircraft, and the ATMs - only against ground targets). Both of these weapons have "ShowsAmmoPips = Yes" in their respective weapon codes, but the aircraft itself has only 4 ammo pips shown near it. So my question - is it possible to make both weapons' ammo pips be shown?
3. I am trying to render the Missile Defender so that he is unable to shoot infantry (now that he reloads longer, he shouldn't be wasting rockets againt them).
In the "PreferredAgainst" parameter I inserted "VEHICLE STRUCTURE", but, of course, that didn't help, as it doesn't forbid the guy from shooting at infantry.
After examining the Weapon Set of the comanche, I tried giving him a second (actually, TERTIARY, as the second is his Laser guided one) "dummy" weapon, that's preferred against infantry, yet does not cause any real damage. Alas, that didn't solve the problem either. Maybe I did something wrong...
Could there be a parameter like the "AntiGround" or "AntiAirborneInfantry", that forbids the weapon to be fired at ground-based infantry?
4. Is there a way to make a delay between the moment you press the exit button of the Tunnel Network and the moment the units exit? I want to make this whole tunnel network thing more realistic - the time delay should somewhat resemble the "travelling" underground.
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03-05-2008, 10:43 AM
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#2 (permalink)
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Junior Member
Join Date: Sep 2007
Posts: 12
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I can only help you on 3 of your 4 problems.
1) I'm sure you can do this. I did some modifying to the payloads of for the reinforcement pad & had all kinds of vehicles paratroop in. I just copied & pasted the payload line for each vehicle. I'm sure this will work with the troop crawler:
Behavior = TransportContain ModuleTag_06
Slots = 8
InitialPayload = ChinaInfantryRedguard 4
InitialPayload = ChinaInfantryTankhunter 4
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
2) I'm not sure if this is possible in simple INI editing. If it isn't then I'd recommend just having two missiles with for times the effectiveness. But then of course, it could be deflective easily with a laser defense system easily.
3) I think this needs to be done in the Armor.ini file. You could start with the HumanArmor & change the INFANTRY_MISSILE to 0% instead of 10% I'm not sure if that will get the missile defenders to stop firing at them though.
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03-05-2008, 01:10 PM
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#3 (permalink)
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Junior Member
Join Date: Feb 2008
Posts: 20
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The thing with the Troop Crawler doesn't work - once it's built, the game crashes to the desktop.
About the missiles - that's the problem, the Mig has to have a pretty large payload and missiles with separate roles. And though this kind of weaponry works, it would be nice if the ammo pips showed themselves for both weapons.
Concerning the Missile Defender, the armor/damage/life are the least of my concerns, what I need is the inability to fire at infantry.
Anyway, thanks for the ideas.
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03-05-2008, 04:59 PM
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#4 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 368
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What Me Myself and Pi suggested for the Missile Defender will work: however, it will affect all weapons that use the INFANTRY_MISSILE DamageType. If you want to change only the Missile Defender's weapon so it can't hurt (and thus won't fire at) infantry, then you need to change the DamageType to an unused value (HACK should work) and then modify every Armor that has an INFANTRY_MISSILE value set to have a HACK value set to the same value, except for the Armors used on infanty.
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03-06-2008, 07:29 PM
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#5 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 188
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About the troop crawler contents, just use ObjectCreationUpgrade (see humvee battle drone) to OCL the crew in the vehicle (a la Overlord Gattling cannon OCL) and use GrantUpgradeCreate to grant the Upgrade needed.
Here is a map.ini code:
Code:
ObjectCreationList OCL_TroopCrawlerCrew
CreateObject
ObjectNames = ChinaInfantryTankHunter
Count = 3
ContainInsideSourceObject = Yes
End
CreateObject
ObjectNames = ChinaInfantryRedGuard
Count = 5
ContainInsideSourceObject = Yes
End
End
;------------------------------------------------------------------------------
Object ChinaVehicleTroopCrawler
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 8
;InitialPayload = ChinaInfantryRedguard 8
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End
AddModule
Behavior = ObjectCreationUpgrade ModuleTag_Crew
UpgradeObject = OCL_TroopCrawlerCrew
TriggeredBy = Upgrade_AmericaBattleDrone
End
End
AddModule
Behavior = GrantUpgradeCreate ModuleTag_GiveCrew
UpgradeToGrant = Upgrade_AmericaBattleDrone
End
End
End
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03-11-2008, 11:44 AM
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#6 (permalink)
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Junior Member
Join Date: Feb 2008
Posts: 20
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About the Missile Defender - the thing with the damage types works; sorry for doubting you guys...
Beng, I copied the code parts into their respective INIs, but once the Troop Crawler's built, it comes out with 3 Tank Hunters and no Red Guards at all, just 5 empty slots.
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03-11-2008, 04:05 PM
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#7 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 188
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Try adding ExemptStatus = UNDER_CONSTRUCTION to the GrantUpgradeCreate.
If that doesn't fix it then just uncomment the InitialPayload line in the TransportContain module and make it 5 red guards, and use the OCL upgrade to supply the 3 tank hunters.
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03-17-2008, 01:21 PM
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#8 (permalink)
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Junior Member
Join Date: Feb 2008
Posts: 20
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I don't know, maybe I'm doing something wrong, the damn thing still doesn't work... I don't really understand the stuff with the Modules and OCLs yet.
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03-17-2008, 03:28 PM
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#9 (permalink)
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Junior Member
Join Date: Feb 2008
Posts: 20
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Fixed it.  somehow I did exactly what you said in your last post
and it worked. Thanks a lot for your help.
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