city decales in shockwave |
city decales in shockwave |
15 Jul 2009, 1:10
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#1
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
I noticed that in shockwave (and generals vanilla) a vehicle can run over lamp posts and small city decals and knock them down, but in generals zero hour you can't. how did you fix this?
Also is there a way to make every kind of tree burnable? I've looked everywhere for an answer and nobody has a clue, and neither do I lol, I looked in the ini file "civilianprop.ini" and the code for the deaths and everything is there, I just don't understand why its not working. Thanks for the help. This post has been edited by GodofDeath: 15 Jul 2009, 2:23 |
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15 Jul 2009, 3:10
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#2
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
I have run down trees and lamposts in vZH.
I don't understand exactly what you mean though -------------------- |
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15 Jul 2009, 3:13
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#3
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
I have run down trees and lamposts in vZH. I don't understand exactly what you mean though If you have cnc generals zero hour (no mods installed) and you go into skermish. If you drive a vehicle over a lamp post it will go right through it. You can run over walls and trees fine, just not the small street decals. you can run them over in zero hour campaign however. just try it and you'll see what I mean. And the flame tank can't set all trees on fire. |
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15 Jul 2009, 3:23
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#4
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Maybe EA cut some corners?
Or the decals are set as invincible on Worldbuilder? Also the trees probably don't have a "burnt" model -------------------- |
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15 Jul 2009, 4:29
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#5
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
If you go into campaign they work fine. and they fixed it in shockwave.
and I went into worldbuilder. on the exact same map, I could do it in shockwave, but not in generals zh I wish to know how they did it. This post has been edited by GodofDeath: 15 Jul 2009, 4:30 |
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15 Jul 2009, 13:07
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#6
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Group: Members Posts: 227 Joined: 7 June 2009 Member No.: 65 Projects: SWR Productions |
They basically used back the vanilla Generals codes. EA removed the ability for you to crush props for some reason.
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15 Jul 2009, 13:27
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#7
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Lurker Group: Members Posts: 228 Joined: 6 June 2009 From: Plymouth, England Member No.: 30 Projects: ROTR Dev Team Har Har Har. |
Probably because mappers would spend ages trying to place every last detail into the map, and players would just roll right over it not even taking notice of the details. It kind of annoys me myself when all the small little interesting details to the map are ignored and flattened after I spend ages planning and placing them perfectly.
Or it could cause problems on lower end computers when you have hundreds of units flattening objects all at the same time. Still, I would rather have a lamp post fall over rather than have a tank going through it. This post has been edited by Nidmeister: 15 Jul 2009, 13:29 -------------------- |
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15 Jul 2009, 14:17
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#8
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cccdfern Group: Members Posts: 13 Joined: 8 June 2009 From: Tasmania Member No.: 94 gamer |
i think for the problem with the trees, just go to http://commandandconquer.filefront.com/fil...y_Fix_Mod;92246
-------------------- treat everyone as your equal no matter what your friends say if you do judge keep it to your own personal view, not that
which is influenced by others. |
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16 Jul 2009, 0:55
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#9
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
Thanks for the tree fix. Ill tell some other people about it cuz they were wondering also.
Im trying to make it so the burned tree model last forever, Just the one that are burned. for example when you burn a forest, the trees all burn up but their skeletal black remains are still there. But I still want a tree that was run over by a vehicle to sink disappear. Ive found a value for sink rate and I reduced it to zero, but the trees just vanish after a while. so they used the old codes from vanilla generals? how did they do it? did they copy a file from old generals over or something? but in Zero hour campaign you can run them over fine. So EA didn't COMPLETLY remove them. Just for skirmish and multilayer. This post has been edited by GodofDeath: 16 Jul 2009, 4:53 |
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16 Jul 2009, 6:08
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#10
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
I fixed it!!!!!!!
Thank you to whoever made the nature improvements mod above, I got this from his readme file. apparently there is this code called "CLEARED_BY_BUILD" right next to "kindof" in the civilianprop.ini file. this code causes the prop to no-collide on game start. here is what you need to do: go into civilianprop.ini press cntrl-F and type in "CLEARED_BY_BUILD", everywhere you find it in the file, delete it. then you should be set. only thing is that all the decals wont be cleared from you're building vicinity, but they wont overlap your building. ey this ain't over yet you I need help with the burning tree thing. um can I attach a .rar or .zip with the new file so I can give it to you people? This post has been edited by GodofDeath: 16 Jul 2009, 7:57 |
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