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Offline elliesy  
#1 Posted : Sunday, April 23, 2017 4:53:09 AM(UTC)
elliesy
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PURPOSE : for counter-tracking
REASON : to improve GLA Team

Please help Generals ..:D
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Happy modding

Edited by user Sunday, April 23, 2017 11:21:32 PM(UTC)  | Reason: Not specified

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Offline acidbrain  
#2 Posted : Sunday, April 23, 2017 5:09:05 AM(UTC)
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If im not mistaking you have to add 'Dozer' to the Kindof list in 'Object GLAInfantryJarmenKell' and add the buildbuttons to JarmenKell's commandset...

Code:

CommandSet GLAInfantryJarmenKellCommandSet    
  1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
  5  = Command_ConstructGLADemoTrap
  7  = Command_ConstructGLATunnelNetwork
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End


Greetz

Edited by user Sunday, April 23, 2017 5:11:37 AM(UTC)  | Reason: Secret

Panem et kirkinses
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elliesy on 4/23/2017(UTC)
Offline elliesy  
#3 Posted : Sunday, April 23, 2017 5:18:43 AM(UTC)
elliesy
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Originally Posted by: acidbrain Go to Quoted Post
If im not mistaking you have to add 'Dozer' to the Kindof list in 'Object GLAInfantryJarmenKell' and add the buildbuttons to JarmenKell's commandset...

Code:

CommandSet GLAInfantryJarmenKellCommandSet    
  1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
  5  = Command_ConstructGLADemoTrap
  7  = Command_ConstructGLATunnelNetwork
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End


Greetz



Sir Acidbrain
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I'm done for this, my real problem is the function or a behavior ... i'am confused.
Offline acidbrain  
#4 Posted : Sunday, April 23, 2017 6:43:53 AM(UTC)
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Now i am confused too...:P
Panem et kirkinses
Offline elliesy  
#5 Posted : Sunday, April 23, 2017 6:54:11 AM(UTC)
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Originally Posted by: acidbrain Go to Quoted Post
Now i am confused too...:P


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i think it is one of the Hard part of modding .... that never been to see before ..:D
Offline AdrianeMapMaker  
#6 Posted : Sunday, April 23, 2017 7:18:18 AM(UTC)
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Can i see your Codes?

Extra Question:
What is Your Big Name?

Edited by user Sunday, April 23, 2017 7:22:42 AM(UTC)  | Reason: Not specified

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elliesy on 4/23/2017(UTC)
Offline elliesy  
#7 Posted : Sunday, April 23, 2017 7:40:17 AM(UTC)
elliesy
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i add this but nothing happen
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; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO

this one from worker ENGINEERING Parameters

KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER DOZER HARVESTER SCORE

Offline AdrianeMapMaker  
#8 Posted : Sunday, April 23, 2017 7:55:00 AM(UTC)
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all of your codes except for that you submitted earlier
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Offline mr_hymn_  
#9 Posted : Sunday, April 23, 2017 8:16:31 AM(UTC)
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As I can see in Zero hour still working with a little weird way but in General 1 I'm not certainly sure.

Code:

  Behavior = WorkerAIUpdate ModuleTag_06
    AutoAcquireEnemiesWhenIdle = Yes Stealthed
  End


You need this code but please be aware. some of my units can't garrison the building because of the repair icon.

Even remove this code doesn't help
Code:

RepairHealthPercentPerSecond  = 2%    ; % of max health to repair each second


The only way to garrison the building that the building health MUST BE FULL
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elliesy on 4/23/2017(UTC)
Offline elliesy  
#10 Posted : Sunday, April 23, 2017 8:41:16 AM(UTC)
elliesy
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i play alot of strategy game
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but i never encounter this abilities nevr
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build and Protect
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i remember the startcraft 1.... Protos Zerg and Terran .....
what do you think this capabilities is there
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Worker in the GLA can, but in the other way....he make a demotap to protect himself
but he never use a weapon
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which is in real world scenario you need to protect and save yourself
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therefore this is One of the missing in this game and any other RTS game I am rights Generals
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and if WE MAKE this bug or PROBLEM to this game .... we are the first invented this
problem in RTS Gaming ..:D Cheers Generals Happy modding ..:D
Offline mr_hymn_  
#11 Posted : Sunday, April 23, 2017 9:03:00 AM(UTC)
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By that we just make a new model and animation give the unit a gun and hammer to build. All done.

It's not a hard part but it's unnecessary since we don't need it.

Or for easy part just import Dozer model and add turret on the top. Just like RA2 soviet War miner
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elliesy on 4/23/2017(UTC)
Offline elliesy  
#12 Posted : Sunday, April 23, 2017 9:10:56 AM(UTC)
elliesy
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Originally Posted by: Mr_Hymn_ Go to Quoted Post
By that we just make a new model and animation give the unit a gun and hammer to build. All done.

It's not a hard part but it's unnecessary since we don't need it.

Or for easy part just import Dozer model and add turret on the top. Just like RA2 soviet War miner
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yeah animation is 1 the key ..... wht about the code..... of we need to include
who's the first inventor for this..
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you know that we are "THE MODDERS in cnclabs " thats why we love to experiment create and Play
Offline mr_hymn_  
#13 Posted : Sunday, April 23, 2017 10:21:32 AM(UTC)
mr_hymn_
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Originally Posted by: elliesy Go to Quoted Post
Originally Posted by: Mr_Hymn_ Go to Quoted Post
By that we just make a new model and animation give the unit a gun and hammer to build. All done.

It's not a hard part but it's unnecessary since we don't need it.

Or for easy part just import Dozer model and add turret on the top. Just like RA2 soviet War miner
.
.
.
yeah animation is 1 the key ..... wht about the code..... of we need to include
who's the first inventor for this..
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you know that we are "THE MODDERS in cnclabs " thats why we love to experiment create and Play


Code is easy because we made it before. So if you want, just make a cool model and animation. I will implement the code for ya.
thanks 1 user thanked mr_hymn_ for this useful post.
elliesy on 4/23/2017(UTC)
Offline elliesy  
#14 Posted : Sunday, April 23, 2017 8:19:52 PM(UTC)
elliesy
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How to start Sir Hymn to Mod My Jarmen Kell ... ..
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i'm done setup my Renx and Gmax .....
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i need to focus 1 unit only right now ... next
2 to 3 , 5 unit ... :D
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Happy modding Generals ..:D

Edited by user Sunday, April 23, 2017 8:20:31 PM(UTC)  | Reason: Not specified

Offline AdrianeMapMaker  
#15 Posted : Sunday, April 23, 2017 8:24:57 PM(UTC)
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Just copy the behavior of colonel burton where he plant a bomb in a car or in a building just like that ... if your plan a does not work

Edited by user Sunday, April 23, 2017 8:28:08 PM(UTC)  | Reason: Not specified

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elliesy on 4/23/2017(UTC)
Offline mr_hymn_  
#16 Posted : Sunday, April 23, 2017 9:07:49 PM(UTC)
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I am once trying to use colonel plan bomb burton skeleton for my jarmen kell. not working well. When planning bomb he went cripple and flying around and return normal animation when finished. made me laugh so hard.
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elliesy on 4/23/2017(UTC)
Offline elliesy  
#17 Posted : Sunday, April 23, 2017 10:29:09 PM(UTC)
elliesy
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How to start with this life
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i failed this ...
Offline mr_hymn_  
#18 Posted : Sunday, April 23, 2017 10:36:04 PM(UTC)
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You are asking too deep, too difficult. from my experience and your modding knowledge.

You can skip the animation and play along with the code first and when you know how to code, when you know how to play with model then you can play with animation.

These stuff won't come to you in a few hours but it takes days maybe months to understand.

I might not as good as many others in modding for general and a few months of modding experiences but I do have years of experiences in modding RA2

However even you know how to do a model and animation if you don't know the code, it's nothing. if you know the code but don't know the animation thats fine because you can use vanilla items to substitute of what you want for temporary until you know how to modeling, texturing and animation.
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elliesy on 4/23/2017(UTC)
Offline mr_hymn_  
#19 Posted : Sunday, April 23, 2017 10:40:27 PM(UTC)
mr_hymn_
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You can't run if you don't know how to walk.
Offline elliesy  
#20 Posted : Sunday, April 23, 2017 11:07:37 PM(UTC)
elliesy
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Sir Hymn your First advice is not working in vanilagenerals
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the WorkerAIUpdate module_tag is 3 not 6 .. your base in ZH
i discovered it is not the same even a AIUpdateInterface is include in module_tag is 3 not 6 again
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i change like this.....

the files that i edit are these 2

1.factionunit.ini

this is what you said

Behavior = WorkerAIUpdate ModuleTag_06
AutoAcquireEnemiesWhenIdle = Yes Stealthed
End

;-------------original code
;Behavior = AIUpdateInterface ModuleTag_03
; AutoAcquireEnemiesWhenIdle = Yes
;End


2.Commandset.Ini --- this 1 is no problem

Edited by user Sunday, April 23, 2017 11:09:21 PM(UTC)  | Reason: Not specified

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