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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 04-12-2003, 12:56 PM   #11 (permalink)
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Hi folks,

why does this ***** marker did not work??

Here is my Ini stuff:

FactionUnit.ini:
Quote:
Object CarpetBomb_InvisibleMarker
; ***DESIGN parameters ***
VisionRange = 0.0
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE

; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_02
MaxHealth = 1
InitialHealth = 1
End

Behavior = DeletionUpdate ModuleTag_04
MinLifetime = 15000
MaxLifetime = 15000
End
Behavior = OCLUpdate ModuleTag_25
OCL = SUPERWEAPON_CarpetBomb
MinDelay = 5000
MaxDelay = 5000
CreateAtEdge = Yes
End
End

Object AmericaInfantryColonelBurton
...
Behavior = SpecialAbility ModuleTag_30
SpecialPowerTemplate = SuperweaponCarpetBomb
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantRemoteCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_1
SpecialPowerTemplate = SuperweaponCarpetBomb
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = CarpetBomb_InvisibleMarker
MaxSpecialObjects = 8
SpecialObjectsPersistWhenOwnerDies = No
AlwaysValidateSpecialObjects = Yes
SpecialObjectsPersistent = Yes
UniqueSpecialObjectTargets = Yes
UnpackTime = 5500
PackTime = 0
SkipPackingWithNoTarget = Yes
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = Yes
PreTriggerUnstealthTime = 5000
End
...
End
SpecialPower.ini:
Quote:
SpecialPower SuperweaponCarpetBomb
Enum = SPECIAL_CARPET_BOMB
ReloadTime = 330000 ; (5:30 mins)
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 100
End
OCL.ini:
Quote:
ObjectCreationList SUPERWEAPON_CarpetBomb
DeliverPayload
Transport = AmericaJetB52
FormationSize = 2
FormationSpacing = 75.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300
Payload = CarpetBomb 7
DeliveryDistance = 350
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
Plz... some help needed!

MAC
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Old 04-12-2003, 05:20 PM   #12 (permalink)
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Just saying it does not work doesn't help. What does it do. Can you place it but it doesn't do anything? or does it crash?

It may not work because your moduletags are wrong. Change the ModuleTag01 to something else. they need to be numbered sequentually with not repeats within the model.

change it to 32 or something.
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Old 04-12-2003, 05:37 PM   #13 (permalink)
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yeah, you are right, what a stupid mistake....


i try it!

MAC
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Old 04-12-2003, 07:22 PM   #14 (permalink)
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Quote:
Originally Posted by Tebrey
Just saying it does not work doesn't help. What does it do. Can you place it but it doesn't do anything? or does it crash?

It may not work because your moduletags are wrong. Change the ModuleTag01 to something else. they need to be numbered sequentually with not repeats within the model.

change it to 32 or something.
I hate it when people assume that it has to be numbers, even the designers left in a hint by not numbering a few modules.

Apart from that minor gripe, this is correct. Though you may want to remove the pack settings

on an unrelated note, what commandbutton.ini entry are you using, because I'm not sure if that kind of ability can target the ground properly
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Old 04-12-2003, 10:14 PM   #15 (permalink)
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repeated numbers don't necessarily create a crash either ..
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Old 04-13-2003, 09:26 AM   #16 (permalink)
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ok, i've renamed the Module Tag into 31...


and now Burton cant place the Marker... i got the ***** RED CROSS!!

plz, help me!

MAC
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Old 04-13-2003, 05:55 PM   #17 (permalink)
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Well, you still need to add a behavior that will allow Burton to use this "sw".

Quote:
Object AmericaAirfield

AddModule
Behavior = OCLSpecialPower ModuleTag_Override01
SpecialPowerTemplate = SuperweaponCarpetBomb
OCL = SUPERWEAPON_CarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
End

End
This code works for objects that directly use an SW button. I don't if it would work if you apply it to Burton and change it to match your stuff, but at least you could give it a try, or variations on it.

Also, be warned: this WILL create a crash if you try to directly apply it to Burton himself. I use this sort of stuff in a map.ini, seeing that it only seems to work in a map.ini setting or for command centers. I have yet to figure out a way to get past it, but hey, I can try when I get the time...I have better things on my mind right now though.

Also, I'll pondering on trying out this osrt of stuff myself to help you, but I'm quite busy ATM. When I try and get some progress, you'll be the first to hear though..
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Old 04-14-2003, 05:25 AM   #18 (permalink)
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k, now Burton places the invisible Marker directly, means that the marker is created after clicking the target pos.
then some delayed time the SW gets activated, but burton is already on the way to the target pos.... so it happens that the bombs will kill him!

my idea was, that burton places a marker liek a Charge.... and after thathe leave the target pos and then the SW will activatet!


MAC
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Old 04-14-2003, 06:37 AM   #19 (permalink)
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Well, in that case, you most likely gave Burton himself the OCL behavior that calls in the Carpet Bomb, which isn't what you want.

You want him to place the object (C4 kinda charge) that has the OCL behavior with a delay and that has a DeletionUpdate module/behavior, NOT a destructionupdate (or something similar).

That way, the object will get deleted instead of destroyed and exploding. This prevents Burton from being killed by the charge, seeing as the charge will just vanish after the time stated.

Just see if that works... If not, plz forward me the code to porh@hotmail.com and I'll get a look at it ASAP...
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Old 04-16-2003, 07:07 PM   #20 (permalink)
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Hi Folks,

Works done!!

Burton now is able to place a TimeBomb at a structure....
I took the TimeBomb so you have some kind of Timer.....
setting it on 20 sec. and let it every 10 sec. call an Carpet Bomb results 2 CarpetBomb-Strikes at that place!!

Changing som stuff, Burton can place the TimeBomb on enemy Vehicles without being unstealthed....
The Vehicle take the timebomb without knowing it.... after 10 sec. the Vehicle's pos is the new Target Area.....10 sec. later the new Pos of the Vehicle is the Target area....

I know, most of you dont understand german, but i put some pics into a german forum...
here is the link...

http://www.cnc-foren.de/showthread.p...=3838#post3838
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