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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 09-03-2008, 02:25 PM   #71 (permalink)
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So if I make the dog a transport, I can build the dog in the game with something inside it which can detect stealthed infantry, and then after an upgrade, swap the thing inside it for something which can detect infantry and mines?
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Old 09-03-2008, 04:05 PM   #72 (permalink)
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You can't swap it unless you manually exit it from the transport. What you can do is have the dog start off as an empty transport with the detecting stealthed infantry module, and then with the upgrade add a passenger who can detect other stealthed things. Make the allowinsidekindof to be SPAWNS_ARE_THE_WEAPONS and make the stealth detecting passenger that kind, so that you can't have normal infantry etc being taken for a ride by the dog.

And if you don't want the transport slot pip to show up, use overlordcontain as it does not draw pips. You don't need to bother with overlord draw modules, just use the contain module.
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Old 10-18-2008, 11:35 PM   #73 (permalink)
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Check out the RA3 attack dog and the blood effects:
COMMAND & CONQUER RED ALERT 3

It has something like a weirding module so it can stun infantry by barking at them
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Old 10-19-2008, 03:20 AM   #74 (permalink)
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Are you want to apply those in your mod? Don't know how to stun objects in generals, if you can do that, wow. But maybe shockwave can do this.
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Old 10-19-2008, 12:05 PM   #75 (permalink)
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Stunning in generals was meant to be done with Prone update but it was not implemented.
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Old 10-19-2008, 08:29 PM   #76 (permalink)
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Or you guys could use the Subdual Code in ZH.
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Old 10-19-2008, 10:03 PM   #77 (permalink)
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Subdual only works for vehicles, missiles and buildings. For infantry you need to use leaflet behavior.
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