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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 09-02-2008, 03:48 AM   #11 (permalink)
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To change the weapon you have to exit the bikes/turrets from the vehicle then put new riders in them to change the riders and then put them back in the vehicle. You cannot have infantry enter them while they are contained.

Either that or you make the mother ship start off containing the different turrets/bikes which have no riders but start with a weaponset and default look. Then you have a player upgrade which causes them to OCL a rider inside them, thus changing their look and weaponset. But then you can do the same thing with WeaponSetUpgrade without using riderchangecontain.


OK here is an idea that might work:

You make the mothership be like the firebase, with STATION bones and not enclosing container GarrisonContain.

The mothership starts off loaded with turret objects, loaded by OCL (they will appear in station bone order so you can control which turret is located where on the main vehicle).

Each turret object is additonally slaved to the mothership using the angry mob member's slave module. This will make them to whatever commands you issue to their master (the mothership).

You make each turret object have a weaponset upgeade triggered by an object level upgrade like china mines or battledrone. They must each also have ProductionUpdate so they can build the upgrade.

The mothership gets in it's copmmandset the buttton to buy the upgrade. When you click the button the slaved turret objects will do the command and buy the upgrade, thus changing their weaponsets and changing their look.


On a different matter, you can kill the rider in a combat bike using flashbang grenades. When playing the Boss generals challenge there are 2 or 3 bikes in the upper town area that you can do this to. Have a ranger force fire his flashbang on the ground beside the bike. After some shots the rider will die and the bike will scuttle.

Last edited by beng; 09-02-2008 at 03:51 AM..
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Old 09-02-2008, 12:16 PM   #12 (permalink)
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I haven't try the 'RIDER1 RIDER2' condition or 'WEAPON_RIDER1 WEAPON_RIDER2' weaponset or similar. Is it possible to being works?
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Old 09-02-2008, 09:57 PM   #13 (permalink)
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I don't think rider change contain is good for your purposes because you have to exit the turrets to change riders, unless you try making them start with no riders and the upgrade loads them by OCL. Try the firebase method.
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Old 09-03-2008, 04:58 AM   #14 (permalink)
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Note: Firebase logic doesn't properly work, If you move your unit with a firebase logic style turret. You will see the turret stay horizontal even if the tank itself is on a 45 degree angle uphill.
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Old 09-03-2008, 12:54 PM   #15 (permalink)
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Does making the turrets KindOf STICK_TO_TERRAIN_SLOPE have any effect on this?

Another thing it won't work for (and not just firebase, any GarrisonContain) is if you put your tank in a tunnel netwrok and take it out again then exit the passengers: they will become invisible and indestructible in a limbo state.
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