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DeeZire Online > Editing Community > Member Written Tutorials » [GEN/ZH] Classic C&C engineers return to Generals!

Member Written Tutorials A compilation and archive of tutorials written by members. You cant post here, but you can read the threads.

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Old 10-16-2003, 04:54 AM   #1 (permalink)
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Default [GEN/ZH] Classic C&C engineers return to Generals!

it's simple.first,copy the code of GLAInfantryHijacker,and edit it like this:

Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_xx
RequiredKindOf = STRUCTURE
End

then,add the code to the buildings we want can be captured by this way:

Behavior = AIUpdateInterface ModuleTag_xx
End

now the new "Hijacker" can capture enemy buildings like the engineers in classic c&c!

but the problem is,it can't capture civilian buildings like oilderrick,etc.can someone fix it?
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Old 12-17-2007, 11:23 AM   #2 (permalink)
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You also have the problem os the Hijaker Doorslam and laugh being played when the engineer captures.
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Old 12-20-2007, 05:27 PM   #3 (permalink)
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I saw that happen when I installed and played Red Alert 3: The Third War, a Generals Zero Hour Conversion mod. The engineer laughed when he took over a structure.
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Old 12-20-2007, 09:38 PM   #4 (permalink)
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I managed to fix that problem in a mod I worked on some time back. I can't remember the exact details, but I was able to find an undocumented field for the ConvertToHijackedVehicleCrateCollide module that allows a different FXList to be triggered.
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Old 07-26-2008, 12:58 AM   #5 (permalink)
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I tried it and it does not work. I changed ConvertToHijackedVehicleCrateCollide to say RequiredKindOf = STRUCTURE but the hijacker could not attack patriot batteries or firebases, which have AI modules.

Is there something else that needs to be done?

Edit: I just found out how to enable it: The base defence objects need to have IMMUNE_TO_CAPTURE removed from their KindOf.

Last edited by beng; 07-26-2008 at 01:10 AM.
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