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  1. #111

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    I've posted this somewhere else in the past, but:

    Add the line

    Scale = 0.86

    to each infantry entry to make them the right size, comparatively, to the units and buildings.

  2. #112
    Banned
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    May 2003
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    Eindhoven, Netherlands
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    2,275

    Default

    Scaling like that is a bit buggy. I'm not sure what it does on infantry, but when used on buildings it causes the transparent outline of the building (when you try to build it) to 'stutter' constantly between its 100% size and its scaled size. At least with me in multiplayer, it does.

  3. #113
    Senior Member
    Join Date
    Oct 2003
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    In front of my computer...
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    215

    Default

    and it causes shadows to get really messed up. the only way i have ever seen to fix this is rescale the model in RenX, which is generally too time consuming for anything less than a TC, and makes selecting infantry harder, especially if they have some form of camo skins.

  4. #114

    Default

    Quote Originally Posted by CodeCat";p="128629
    Scaling like that is a bit buggy. I'm not sure what it does on infantry, but when used on buildings it causes the transparent outline of the building (when you try to build it) to 'stutter' constantly between its 100% size and its scaled size. At least with me in multiplayer, it does.
    It doesn't have those problems with infantry. The only real problem I've seen is that it doesn't work for the Angry Mob, because some of those are ObjectReskins instead of Objects.

  5. #115

    Default

    Quote Originally Posted by CodeCat";p="128629
    Scaling like that is a bit buggy. I'm not sure what it does on infantry, but when used on buildings it causes the transparent outline of the building (when you try to build it) to 'stutter' constantly between its 100% size and its scaled size. At least with me in multiplayer, it does.
    Also, movement and animation of the object causes 3D shadows to go all whacky.

  6. #116
    Banned
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    Apr 2003
    Location
    Derby, UK / Den Haag, NL
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    587

    Default

    and makes selecting infantry harder
    You've obviously never played Epic Gen, lol. You can very quickly get used to selecting smaller units, no problems \


    I generally only using scaling for projectile objects, when I'm too lazy to make different tank shell models or missile models, lol

  7. #117

    Default

    Im pretty sure in the SAGE engine that scaling objects does not affect their collision data. So a smaller infantry unit would still 'collide' with things as if it was its normal size, if you get my meaning.

  8. #118

    Default

    ...or in other words....SAGE is CRAP as HELL!! :P

    PS: DeeZire wheres teh module list for ZH that i requested? :|

  9. #119

    Default

    Dunno if this has been posted, but its kinda handy.
    Ps, if anybody knows of a better way, im open to suggestions :P

    OCL-ing a structure seems to remove its collision. Everybody has noticed that i think.
    The reason is when you OCL an object which is IMMOBILE and has no Locomoter, its collision is lost. Even if you use the GLA_sneak attack structure.
    The way to solve this ofcourse is to OCL a vehicle ontop of this.
    Make this vehicle invisible, make it unselectable, and give it a special locomoter, which has speed 0 on everything ( cant turn etc ).
    Remove its weapons etc etc. Make it blank. All you need to keep is its locomoter and its "vehicle status".
    Give it an armor type which can only be destroyed by a certain attack ( for instance particle_ or whatever ). Then in this armor typ which you create make it immortal to everything but this.
    Then when your "spawned visual structure" gets destroyed give it a deathweapon with range 20 and it will then destroy the invisible vehicle.

    Last but not least, give the vehicle the same size attributes the structure has.

    Hope this helps, still working on new ways, but this one seems to work perfectly.

    Remember : "When EA fails, you gotta go down dirty and start OCL-ling crap"
    :P

    grtz
    -Ome Vince
    MidEast Crisis
    CnC Holland

  10. #120

    Default

    Don't know if this is new, but if you're sick of the shroud regrowing after some time, you can do one of two things:

    1) Edit FactionBuilding.ini and set AmericaCommandCenter, GLACommandCenter and ChinaCommandCenter's ShroudClearingRange set to a really high number like 3000 to 5000, thus the map being deshrouded 100% of the time.

    2) Open GameData.ini and set UnlookPersistDuration to an insane number like 999999, so the shroud NEVER regrows just like the older C&C games.

    edit: fixed for correct term in #1.

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