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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-01-2008, 12:33 AM
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#11 (permalink)
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Member
Join Date: Aug 2008
Location: United Kingdom
Posts: 60
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What is ReplaceModule for? Can it be changed to something else, it doesn't seem to be liking it.
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09-01-2008, 12:59 AM
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#12 (permalink)
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Member
Join Date: Aug 2008
Location: United Kingdom
Posts: 60
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I commented those parts out and removed the horns, I started a game with the dog as a starting unit. I can select him (and he barks at me, nice) but if I tell him to go somewhere he just wobbles about as though he is moving, but stays put. He won't move anywhere.
I am planning to edit the model and skin to give it a more dog-like appearance aswell.
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09-01-2008, 01:41 AM
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#13 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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ReplaceModule is used in map.ini to modify objects in INIZH.BIG by replacing modules in the object with another module of the same type but with different settings. Do not use it in a mod.
You need to compare the modified objects in the map.ini with the original objects in the original ini files from INIZH.BIG as map.ini only modifies existing objects. If you just copy the map.ini code in a mod it won't work since it is missing those parts of the original object that were not changed.
If it doesn't move, check the locomotors, see if i used modified ones in the map.ini - you can't make new ones so i may have modified locomotors not used by other objects for the dog to use. If so they will be in the code somewhere above the dog object.
Also make sure your locomotors are under the AI module, not above it.
Last edited by beng; 09-01-2008 at 01:49 AM..
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09-01-2008, 03:28 AM
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#14 (permalink)
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Member
Join Date: Aug 2008
Location: United Kingdom
Posts: 60
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The dog is coming along nicely now, I've made him skinny and redone the skeleton and animation to match. I found the reason for no movement, I needed a PhysicsBehaviour. I'm going to make an attack animation as soon as I can be bothered, I really don't have a clue what I'm doing with this stuff, I'm just following a tutorial but the results are ok. Still need to skin it, but for now I'll try and make the death from the attack instant.
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09-01-2008, 04:01 AM
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#15 (permalink)
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Member
Join Date: Aug 2008
Location: United Kingdom
Posts: 60
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Here is the dog so far, the skin still needs a lot of work, but it'll do for now.

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09-01-2008, 08:29 AM
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#16 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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It looks fierce. Give it a short range sniper weapon with the fire sound from burton knife or bayonet. Then it can bite stinger site soldiers in the site.
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09-01-2008, 11:02 AM
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#17 (permalink)
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Member
Join Date: Aug 2008
Location: United Kingdom
Posts: 60
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Is it possible to get the dog to stand on the same spot as the person he is attacking to get rid of the small gap in between them?
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09-01-2008, 11:18 AM
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#18 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 114
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could try givin the weapon an attack range of 0.1 or something like that? would be good if they could dive in like the RA2 guard dogs though.
in other news apparently EA are giving away the first redalert for free?!
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09-01-2008, 11:26 AM
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#19 (permalink)
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Member
Join Date: Aug 2008
Location: United Kingdom
Posts: 60
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I tried the attack range thing, also I have made an animation for the dog attacking so it looks like it is diving at the enemy, but it only plays when I force fire at the ground, against an infantry unit, the animation doesn't play at all.
By first Red Alert, do you mean the actual first Red Alert? The really old one?
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09-01-2008, 11:46 AM
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#20 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Yes, it's available at Red Alert official site . For your dog model, you did a good job!
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