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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-30-2008, 02:57 AM
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#1 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 297
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more fun with ridercontain
Ridercontain module is interesting. It's very useful for forcely change object locos, weapons, stealths, etc. that another modules can't handle. I've use ridercontain for double weapon upgrades and crouching pathfinder. Now I'm trying to make a vehicle that have two changeable weapons via TWO riders (one rider for one weapon slot), but I don't know how to. Anyone can help me? Plus, if anyone have experimenting with ridercontain please share. Make this thread special for ridercontain issues.
Last edited by n5p29; 08-30-2008 at 03:02 AM..
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08-30-2008, 05:32 AM
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#2 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 772
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How will your 2 changing weapons work? Please describe more.
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08-30-2008, 09:18 AM
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#3 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 297
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Well, let's say I want to make something like the ra2 multigunner IFV, but sized like overlord and have two (or more) different changeable turrets. Each turret weapon depend on the passenger riding the TURRET, not the vehicle. And it's seems portable structure can't handle ridercontain. It crashes the game.
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08-30-2008, 12:26 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 772
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Then i don't think there is a way to do that. You cannot have 2 turrets in overlord contain or helix contain, only one will be displayed. The other will be an undrawn passenger inside, like humvee or technical passengers.
And the main vehicle should not use both overlord and riderchangecontain.
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08-31-2008, 12:55 AM
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#5 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 297
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I've try to increase ridercontain's slot count to 2. And yes, the vehicle can carry two passengers, but the weapon didn't changed. It's like my first ranger double weapon upgrade. I don't know how to set the weapon/model.
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08-31-2008, 08:40 AM
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#6 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 114
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um, tranport contain? fireports? any of this any good?
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08-31-2008, 12:28 PM
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#7 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 772
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I also tried 2 slots for my Su-25 in the hope that it would not take off and eject the rider when i put a rider in. It also did not work and also did not change the weaponset to the set for the new rider.
The only way you can have 2 other objects shown on the mothership is to use firebase style garrison contain, where you can have as many objects as you like shown while they are garrisoned, at extrapublicbones named STATIONXX. However you should never use this for any container object that will be itself garrisoned inside a tunnel or another object using garrison contain otherwise they contained objects will disappear when you exit the container from the tunnel and then exit it's contents.
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08-31-2008, 07:00 PM
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#8 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 297
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But with hivestructure the unit model/weapon can't be changed into a turret. Or is there a way to have an object upgrade when a unit collide with another unit (like veterancy/health)? Coz it not necessary if the rider can't get out the vehicle.
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08-31-2008, 08:03 PM
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#9 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 772
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Basically your unit will be like a vehicle version of the firebase which can contain combat bikes. You can make the bikes look like turrets or whatever. As for changing them try making them start with no riders, then the upgrade OCLs a rider inside them.
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08-31-2008, 11:25 PM
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#10 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 297
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Please describe more. I'm still confused how an infantry that enters the firebase-style-vehicle-that-contain-bikes can change the contained bike weapon.
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