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Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842
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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. |
08-29-2008, 02:02 PM
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#21 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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 Final version? Is this means no more beta versions?
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08-29-2008, 03:35 PM
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#22 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Yes i have put in everything i wanted to put in. I may make a few more minor changes like bug fixes (angry mob animations?) or special effects improvements for the final non-beta release, but i don't plan on adding any more new units or special powers.
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09-05-2008, 10:55 PM
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#23 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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beng, I found something strange in your mod: When Tomahawk Storm switched to SCUD Storm, or scud to tmhk, the countdown disappeared. Why?
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09-07-2008, 01:36 PM
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#24 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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I think it is because the countdown only happens when the building is constructed, i will have a look at the specialpowercreate module to see if i can get it to work when the building is OCLed.
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09-22-2008, 01:36 PM
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#25 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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New beta version out:
http://www.mediafire.com/file/ji1ig4...NukeMod2b4.zip
I was not able to fix the scud storm timer thing reported by n5p29
This version has attack dogs, demolition donkeys, and hornet swarms (see the html file inside the zip). The file size is a bit big because of new sounds and texture files. I also added Deezire's remake of the missing GLA mission 3 to the GLA campaign.
The donkey sounds are really funny
Last edited by beng; 09-22-2008 at 01:40 PM..
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09-22-2008, 09:05 PM
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#26 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Update: I just found a bug where demo tunnel defenders do swimming animations on land when reallydamaged. Will post an updated version to fix this soon. Don't download the above yet.
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09-22-2008, 09:46 PM
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#27 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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09-25-2008, 09:38 AM
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#28 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Rather than seeing that poor donkey exploded, I prefer to see a terrorist exploded like that. Nice blood effects. :evil: However, why dogs can repair buildings? And the bees are too hard to select. Give the nexus a large pickbox.
Last edited by n5p29; 09-25-2008 at 09:48 AM..
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09-25-2008, 05:37 PM
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#29 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Dogs cannot repair buildings, but when you select them and mouseover a building you get the spanner mouse cursos because i gave them KindOf = DOZER so that they can run over mine fields without setting them off. Otherwise they cannot do their demining because they will be killed by the mines before they can reach them with their mine clearing weapon.
Another thing with dogs is that they cannot cross bridges because they use JetAI. They can go down cliffs and across water though, so they can still get across the gap that the bridge spans. I used JetAi so i could make them run faster when attacking than when just walking.
Did you see blood effects in the donkey? I could not see them because of the bigger explosion smoke effects.
Your idea on the bee nexus is good, i will see if i can give it a bigger pick box.
The problem i have with all my units that have pick boxes is that when i export them to W3D the pick box shrinks. Does anyone know how to export Pickbox without it shrinking? I tick AABox, is that right? What else must i do to stop them shrinking?
The bees also use JetAI, and they move faster when not attacking, so to move the swarm from one place to another quickly, press S to stop it, then move it, so they will stop attacking (if they are) and use the faster locomotor.
Last edited by beng; 09-25-2008 at 05:39 PM..
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09-25-2008, 07:10 PM
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#30 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Why don't just give the dogs the worker's armor? It resist mines right? For the pickbox, even I still confused with model things, how if you give a much larger pickbox? IMO if it shrinks just make a more, larger pickbox so you will get the wanted box size. For the bloods, I use the highest graphic quality and noticed there are some blood. Wanna make a mod with high violence? just make infantry death like that donkey and show more, more blood effects. XD Sorry for the one line post, my browser seems to ignore the enter characters. 
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