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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 03-11-2008, 12:35 PM   #1 (permalink)
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Default Some more questions :-)

Hello, I've got a few problems yet again:

1. Is it possible to make helicopters reload at airfields? I changed the "AutoReloadsClip" parameter of the Comanche's anti-tank missile weapon from "Yes" to "RETURN_TO_BASE", but once the helicopter is out of missiles, it's not going to get any new ones (I know, that was kind of naive of me). It would be really nice if the Comanche, when out of missiles, would go back to an airfield (either automatically or by command) to rearm the same way it lands for repairs.

2. How do I increase the speed of falling bombs? I wish to make every bomb (be it MOAB, Napalm Bomb, Carpet bombs) fall faster, thus more realistically. I thought that the bombs would have locomotors, but I was wrong, so I'm pretty much out of ideas here.

3. Does the Tunnel Network have a GarrisonContain module or something like it? I tried searching for it in the TN's FactionBuilding.ini line, but there's nothing associated with the act of getting units in or out.

4. I have this problem with cameos. When I started modding (creating new images for units and upgrades, etc) everything was fine. But later the images that I put in the game started having some kind of lines on their right sides. This is a little difficult to put in words, so I made a screenshot:
ImageShack - Hosting :: cameosqb0.jpg
the ones marked with red arrows have some strange lines next to them, while the green marked one is ok. They all use the same kind of coding in the SAUserInterface512.ini, their sizes and image parameters are in order.

5. I followed the tutorial of the ICBM (GenDev - Generals Development Tools), the superweapon works, but there are a few glitches:
1) in the tutorial there is a "CommandButton SupW_Command_CruiseMissileFromShortcut", yet there is no notice that this command line should be added to the shortcut command set in CommandSet.ini. Well I added the line there, but the shortcut still doesn't show up when the ICBM's built.
2) when the missile's launched, it goes straight up, yet the model flies horizontally, so I'm thinking this has something to do with the code, but I'm not sure.

Thank you for your time.
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Old 03-11-2008, 03:39 PM   #2 (permalink)
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Oh and one more (6):
I changed the locomotor which is used by cargo planes so that they would fly higher. However, when I capture a Reinforcement Pad, and the cargo plane comes in to drop me a tank, I get the message that I'm being attacked, and when I look for the tank, there's no sight of it. Is this connected with the Preferred Height or is there something else?
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Old 03-11-2008, 04:14 PM   #3 (permalink)
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1. For the helos you need to look at their JetAIupdate module and compare it with the ones used by, say, a raptor. There are some fields you need to add to it.

2. For the falling bomb speed, for bombs that are fired from a weapon, give them missileAIupdate (replace their AIUpdateinterface with it if they have one, else add it new) and a fast thrust locomotor, see the AuroraBomb for example.

For the un-aimed bombs that just exit the plane via the DeliveryPayloadAiUpdate, like carpet bombs, try increasing their mass to 500 or more, and decreasing or commenting out their air resistance in PhysicsBehavior.

Note that faster may not look better since the planes all fly low, and this is because the camera height is low.

3. Tunnel network uses TunnelContain.

4. The cameo problem is that you are following the EA Games image definition ini files which are all coded wrongly. They start counting from 1,1 instead of 0,0. Use the exact pixel coordinates from paint shop pro or whatever, and you will be fine. Do not follow EA Games who add 1 pixel to all coordinates.


5.1 Check the player template in PlayerTemplate.ini to see if you have enough shortcut button slots for that faction. The max possible in Zero Hour is 11. In Generals it is less.

Also check the specialpower.ini spec to see if it is a shortcut power.

5.2 The missile going sideways is a bug. You can fix it by giving the silo a launch bone which is one of the steam/smoke bones near the missile tip and giving the silo an AIUpdateInterface with a turret that always points 90 degrees up, with FirePitch = 90. Also, change the projectile model to be the same as the Chinese neutronmissile as the American missile is faulty.

See here for a map.ini fix:
Superweapon General Alexander's Missile Silos - Cncmaps Map Editing Forums

As for the cargo planes and the reinf pad, watch the pad when it counts down to 0 and see what happens. I suspect the vehicle may be dropping without parachute, or it drops short or long. Report back what you find out.

Last edited by BlueLightning2K6; 03-18-2008 at 09:29 AM.
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Old 03-17-2008, 01:27 PM   #4 (permalink)
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I tried giving the helo a 'ReturnForAmmoLocomotorType' in its JetAIupdate module, tried it with 'SET_TAXIING BasicHelicopterTaxiLocomotor' and 'SET_NORMAL ComancheLocomotor', but neither worked. Otherwise I don't know what to add there, just can't figure it out.
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Old 03-17-2008, 03:33 PM   #5 (permalink)
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(sorry for double posting)
About the reinforcement pad - once the plane (which delivers the tank) enters the map, it (or the tank?) gets under attack, and there's no tank or even a parachute in sight.
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Old 03-18-2008, 06:23 AM   #6 (permalink)
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Ok, for a helo example, change the comanche's weapons to a kind that needs the unit to return to base for reloading (say the Mig or Raptor ones), then change the JetAiUpdate to this:

Code:
  Behavior = JetAIUpdate ModuleTag_06
    MinHeight                     = 5
    NeedsRunway                   = Yes ;No
    KeepsParkingSpaceWhenAirborne = Yes ;No
    ParkingOffset             = 5
    AutoAcquireEnemiesWhenIdle    = Yes
    Turret
      TurretTurnRate = 0      ; this "turret" does not turn
      TurretPitchRate = 0     ; nor does it pitch
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
  End
  Locomotor = SET_NORMAL  ComancheLocomotor
  Locomotor = SET_TAXIING  BasicHelicopterTaxiLocomotor
About the reinforcement pad, does your map have a border? A map must have a border of at least 30 map units (300 feet) outside the playable orange border area so that paradrops, artillery barrages, A-10s, and other such things that spawn outside the map and then enter from the map edge have time to reach the right height before entering the map.

Or try moving your reinforcement pad some distance away from the edge of the map, don't have it right by the edge, and make sure it is not on a hill, then watch what happens when the plane comes.
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Old 03-19-2008, 03:31 PM   #7 (permalink)
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The thing with the helo didn't work, once it's out of missiles, it flies to the left bottom corner of the map and lands there without any further movement...

I don't know about the borders, I don't make maps, I just use either downloaded ones or the offical ones, but everywhere it's the same problem. Once I changed the parameter 'CreateAtEdge' to 'No' in the OCLUpdate Module of the Reinforcement Pad, and the tank got dropped about 500 distance units too early.
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Old 03-21-2008, 06:04 AM   #8 (permalink)
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Try commenting out the BuiltAtHelipad thing from the KindOf.

Don't set to CreateAtEdge = No because that makes it create on self - you don't want the plane appearing on the pad.

If you don't make maps then try a different map where the pad is not at the edge of the map.
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