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  1. #11
    Banned
    Join Date
    May 2003
    Location
    Eindhoven, Netherlands
    Posts
    2,275

    Default

    Try to keep this thread free of questions please. This should be for tips only. If you have questions, make a new thread will ya?

  2. #12

    Default

    Oops yeah you're right

    BTW I've "fixed" the problem by discovering that DZ's handy set of utilities has a Generals.str file with all the entries.

  3. #13

    Default



    And thats another good thing about an STR file - its around half the size of an equivalent CSF file.

  4. #14

    Default

    Nevermind, i've figured it out.

  5. #15

    Default

    Quote Originally Posted by DeeZire


    And thats another good thing about an STR file - its around half the size of an equivalent CSF file.
    Will make one for ZH when I have time...

  6. #16

    Default

    Making the Aurora go Supersonic after attacking


    Change: Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor

    Into: Locomotor = SET_SLUGGISH AuroraJetSupersonicLocomotor
    And change: Locomoter = SET_SUPERSONIC AuroraJetSupersonicLocomoter

    Into: Locomoter = SET_SUPERSONIC AuroraJetSlugggishLocomoter
    That's all there is to it

  7. #17

    Default

    ... Are you kidding? Seriously, no offence, anyone could change a locomotor. For instance:
    Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor
    Locomotor = SET_SLUGGISH AuroraJetSupersonicLocomotor

    Now the aurora can be all supersonic.

  8. #18
    Banned
    Join Date
    Apr 2003
    Location
    Derby, UK / Den Haag, NL
    Posts
    587

    Default

    Except for the missile non-striking effect

  9. #19

    Default

    Sorry, left that out. But it is fast all the time.

  10. #20

    Default

    I just discovered this very easy way to get your units to come out of a new building correctly! Most buildings have a tag like this:

    Behavior = DefaultProductionExitUpdate ModuleTag_11
    UnitCreatePoint = X: -20.0 Y:-22.0 Z:0.0
    NaturalRallyPoint = X: 80.5 Y:-22.5 Z:0.0
    End

    Now, the tricky part is getting the right coordinates. Here's what I do now:

    Load your model in gmax, making sure that it's the EXACT same one that's ingame. Go to the top down window, and create a very small cube right on the middle of the XYZ grid, right where they all intersect. Now, using all of the views, manuver this cube to the point where you want the unit to be created at. Now, look at the bottom of your screen... the XYZ coordinates! Simply enter them (including any - signs), and then repeat for the rally point.

    Make sure you create the cube at the middle of the XYZ scale, though!

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