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Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842
Administrators:
DeeZire, Redemption
There are currently 30 users online.
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
04-12-2003, 12:07 PM
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#11 (permalink)
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Senior Member
Join Date: Apr 2003
Posts: 138
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Just read your storyline - sounds damn interesting! What's my first job?
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04-12-2003, 12:08 PM
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#12 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Australia
Posts: 631
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u on msn???
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04-12-2003, 12:12 PM
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#13 (permalink)
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Senior Member
Join Date: Apr 2003
Posts: 138
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OK, just read your unit descriptions, and I would like your permission to change some of it. Not the units themselves, just the descriptions, as some seem rather unrealistic and unconventional - a 15mm machinegun? Triple 60mm cannons for a ship? With your permission, of course.
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04-12-2003, 12:13 PM
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#14 (permalink)
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Senior Member
Join Date: Apr 2003
Posts: 138
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Sorry, no msn. We could use private messages?
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04-12-2003, 12:40 PM
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#15 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Australia
Posts: 631
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yeah, well in know they are whack, slapped them together in a few seconds i will get around to them eventually
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04-12-2003, 12:54 PM
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#16 (permalink)
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Senior Member
Join Date: Apr 2003
Posts: 138
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Well, what do you want me to do so long?
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04-12-2003, 04:58 PM
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#17 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Quote:
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Originally Posted by Henford
already done it. The aircraft carrier is hard in the fact that generals doesn't really allow hard coding.
That said, as I have done, you create bones on the surface of the carrier, being:
1. Where each plane that is produced spawns form (a hanger or something)
2. Where each plane parks
3. Where each plane moves to when it begins it's takeoff sequence,
5. Where each plane fires up its engines to begin takeoff
6. The end of the runway
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So it actually works if you kick in the Airfield behaviour codes?
Figured out you had to do it that way, never had the time for testing though :/
Quote:
Mine just about works, but it takes up half the screen at 700 polys
I know the limit for units is 600
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Limit for units is 600? /me no understand does
Is there a pic of the carrier? Just curious what for sort carrier you have, full blown Nimitz type or a Invincible/Kuznetsov type...
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04-12-2003, 06:26 PM
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#18 (permalink)
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Junior Member
Join Date: Apr 2003
Location: Canada
Posts: 9
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A little disapointed with his mod for the simple fact that it doesnt follow what I was going for. His idea was a naval ship yard. Which DOESNT move. and you Can't upgrade it with antiaircraft or radar n such. The basis of my idea was having multiple building units become one. AND have it move.
Aircraft Carrier = Command Center, Base Defense, Air Feild, Super Weapons(artillary barage), Small ship boat creator, everything you can stick on land with multiple units being put into one that you can upgrade and phisically see the upgrades.
For instance if you add Radar Defenses you see the radar go up. Or if you add the airfeild, the jets come up from a moving elevator platform as if they were build inside the ship. Or if a hover craft or a small boat was created then bay doors at the front of the ship would open and you would see the unit come out.
If you can see building units being built on land im sure you can see the being built on another building unit.
I like the guys idea of the poluting the water to damage enemy ships. I was thinkin the GLA could use a huge Oil Tanker or something. Perhapse thats what he meant. Keep the ideas up.
For those of you that thread jacked. Please create another thread for that. Thanks. Any great modders out here up for creating this mod? Or at least attempting it?
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04-12-2003, 10:44 PM
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#19 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Santa Barbara
Posts: 107
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You should read his words; he was indeed talking about an aircraft carrier. What the picture showed was only that he could build a naval yard, something that most of the people here don't know how to do.
In fact, it is easy to make one unit produce another. The factory type and production modules do not require the object to have a structure body, or any door/ other coordinates.
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04-13-2003, 12:32 AM
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#20 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Australia
Posts: 631
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Yeah nimitz class:
I havent skinned it yet but a pic will go up when i do (its a big model = pain in the ass)
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