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  Topic: Help With Balance
BigBad

Replies: 2
Views: 1354

Post Posted: Fri Feb 27, 2015 4:59 am    Subject:   Help With Balance
Forum:  Modding Central » Generals Editing Forum
The GLA does not have an air force.  I agree with the decision to downplay the GLA's aerial attack ability, but something feels like it's missing.  I have an idea.

They have the Scud truc ...
  Topic: Long shot
BigBad

Replies: 12
Views: 4349

Post Posted: Mon Feb 23, 2015 5:38 am    Subject: Long shot
Forum:  Modding Central » Generals Editing Forum
I feel that I should remark about this, since I recently revisited it and got it to work by following the Scud Storm logic.

My concern was that I didn't want the shell flying straight up when the b ...
  Topic: Defensive Strike Calls for Additional Strikes
BigBad

Replies: 1
Views: 2013

Post Posted: Tue Feb 17, 2015 2:36 pm    Subject:   Defensive Strike Calls for Additional Strikes
Subject description: How does WeaponObject fire projectiles away from itself?
Forum:  Modding Central » Generals Editing Forum
I want to do the following.

1. Aim defensive weapon at a spot.
2. Have laser from space hit that spot.
3. Have other lasers from space hit nearby spots, randomly.

This is easy to almost do if ...
  Topic: Airplane weapon buttons cannot toggle during flight
BigBad

Replies: 2
Views: 1943

Post Posted: Wed Jul 23, 2014 8:05 am    Subject: Airplane weapon buttons cannot toggle during flight
Forum:  Modding Central » Generals Editing Forum
I just saw this as I was going to bed.  Broadly, what would be the "<triggering_upgrade>"?  I've gotten an upgrade to work to get a unit to have new weapons like the Ranger g ...
  Topic: Non-defensive building gets a weapon
BigBad

Replies: 5
Views: 2642

Post Posted: Mon Jun 30, 2014 8:17 am    Subject: Non-defensive building gets a weapon
Forum:  Modding Central » Generals Editing Forum
(Yes, I'm double-posting, but how else will anyone know that there's something new in the thread?)

Better question: How would I give the war factory, for example, a small machine gun for self defen ...
  Topic: Airplane weapon buttons cannot toggle during flight
BigBad

Replies: 2
Views: 1943

Post Posted: Fri Jun 06, 2014 6:09 am    Subject:   Airplane weapon buttons cannot toggle during flight
Subject description: Not quite the same as a just multiple weapons
Forum:  Modding Central » Generals Editing Forum
I've given up on a multirole fighter However with that in mind you could try and use a commandset upgrade to switch weaponsets so your fighter/bomber switches loadout only on the ground, this way no m ...
  Topic: Non-defensive building gets a weapon
BigBad

Replies: 5
Views: 2642

Post Posted: Mon Apr 28, 2014 7:34 am    Subject: Non-defensive building gets a weapon
Forum:  Modding Central » Generals Editing Forum
not sure if required, but does your building have an AIupdate module?

or better, could you post your building's code(leaving out the modeldraw modules please)? I've gotten it to work.  What's ...
  Topic: Non-defensive building gets a weapon
BigBad

Replies: 5
Views: 2642

Post Posted: Sat Apr 19, 2014 5:47 pm    Subject: Non-defensive building gets a weapon
Forum:  Modding Central » Generals Editing Forum
I was messing around with it.  I set the building's engineering parameters to have it be able to attack, but not requiring line of sight.  Nada.  There was no strike.

The building is ...
  Topic: Non-defensive building gets a weapon
BigBad

Replies: 5
Views: 2642

Post Posted: Mon Apr 14, 2014 7:26 pm    Subject:   Non-defensive building gets a weapon
Subject description: Call an airstrike strike from the airfield
Forum:  Modding Central » Generals Editing Forum
Disclaimer: I don't know how I would work this into a balanced game, but it seems like a fun idea for when I'm messing around.

I want to get non-defensive buildings to have weapons.  I tried t ...
  Topic: Long shot
BigBad

Replies: 12
Views: 4349

Post Posted: Sun Apr 06, 2014 8:06 am    Subject: Long shot
Forum:  Modding Central » Generals Editing Forum
I am annoyed that I did not figure out the artillery projectile, but your comment about removing the fuel line in the Tomahawk projectile code did exactly what I was trying to do with the Tomahawk veh ...
  Topic: Long shot
BigBad

Replies: 12
Views: 4349

Post Posted: Thu Apr 03, 2014 8:34 pm    Subject: Long shot
Forum:  Modding Central » Generals Editing Forum
The only problem you may have that it collides with something in the way. Tried tweaking the height values of the projectile parabolic trajectory? If that fails, your best bet is using something like ...
  Topic: Long shot
BigBad

Replies: 12
Views: 4349

Post Posted: Thu Apr 03, 2014 12:55 am    Subject: Long shot
Forum:  Modding Central » Generals Editing Forum
I would prefer to use something parabolic, but I would be okay with having to have something fly high off the screen and then returns to hit the target.

I am using the nuke cannon as my model. &nbs ...
  Topic: Long shot
BigBad

Replies: 12
Views: 4349

Post Posted: Wed Apr 02, 2014 4:23 pm    Subject: Long shot
Forum:  Modding Central » Generals Editing Forum
I never modded C&C Generals aside from changing the camera height, but to me it seems more logical that it would be related to the projectile rather than the unit's locomotor. Agreed.  I meant th ...
  Topic: Long shot
BigBad

Replies: 12
Views: 4349

Post Posted: Wed Apr 02, 2014 6:47 am    Subject:   Long shot
Subject description: Really, I want a long shot
Forum:  Modding Central » Generals Editing Forum
I am trying to get artillery to fire really long (anywhere on the map) as some kind of super unit.  I do not want to do it like a superweapon or a Generals' Power; I want the shell to fly for 3500 or ...
  Topic: Supersonic Unless Attacking
BigBad

Replies: 12
Views: 5990

Post Posted: Thu Mar 27, 2014 7:32 am    Subject: Supersonic Unless Attacking
Forum:  Modding Central » Generals Editing Forum
I know there is some way to make an unit untargettable (seen it in the internal Rise of the Reds beta I'm in), but I haven't looked into how. Also, I'm not sure how you can trigger it when it has drop ...
  Topic: Strike Fighter
BigBad

Replies: 13
Views: 3997

Post Posted: Wed Mar 26, 2014 7:16 am    Subject: Strike Fighter
Forum:  Modding Central » Generals Editing Forum
You could try to make the go "back when idle" timer smaller so it near immediately returns home if it doesn't have a target. Obviously this wouldn't help with guard mode though... That's wor ...
  Topic: Supersonic Unless Attacking
BigBad

Replies: 12
Views: 5990

Post Posted: Wed Mar 26, 2014 7:10 am    Subject: Supersonic Unless Attacking
Forum:  Modding Central » Generals Editing Forum
The way the Aurora works is that is only Invulnerable (or at least untargettable) when attacking. Moving normally while it still has a bomb doesn't make it immune. Yeah, I found that out by thinking t ...
  Topic: Strike Fighter
BigBad

Replies: 13
Views: 3997

Post Posted: Mon Mar 24, 2014 6:19 am    Subject: Strike Fighter
Forum:  Modding Central » Generals Editing Forum
I copied the ground-attack weapon from another airstrike.  It had the "return to base" to reload tag.

This is irritating, but I find it hard to believe that it can't be done; it seem ...
  Topic: Strike Fighter
BigBad

Replies: 13
Views: 3997

Post Posted: Sun Mar 23, 2014 3:40 pm    Subject: Strike Fighter
Forum:  Modding Central » Generals Editing Forum
You can have only 1 weapon on which the unit will return to the airfield to reload. Why?  What part of the coding causes that?

in zero hour doesnt the nuclear cannon have a swap from nuke warh ...
  Topic: Strike Fighter
BigBad

Replies: 13
Views: 3997

Post Posted: Sun Mar 23, 2014 8:03 am    Subject: Strike Fighter
Forum:  Modding Central » Generals Editing Forum
If you want a multirole fighter, why not use the F-35? #Tongue That's what I'm trying to mimic!

I don't get why Zero Hour didn't have the F-35 in the game.  It's supposed to be fairly realistic and ...
  Topic: Strike Fighter
BigBad

Replies: 13
Views: 3997

Post Posted: Sun Mar 23, 2014 12:53 am    Subject: Strike Fighter
Forum:  Modding Central » Generals Editing Forum
I have plenty of options for changing the weapons when the plane is on the ground, and I do plan to play with that.  However, the idea isn't to have a plane be capable of both air and land attack ...
  Topic: Supersonic Unless Attacking
BigBad

Replies: 12
Views: 5990

Post Posted: Sun Mar 23, 2014 12:47 am    Subject: Supersonic Unless Attacking
Forum:  Modding Central » Generals Editing Forum
I looked through the Notepad file with ctrl+F and did not see the module that controls the invulnerability.  What name is it hiding under?

Other question: You said that the Aurora cannot simpl ...
  Topic: Supersonic Unless Attacking
BigBad

Replies: 12
Views: 5990

Post Posted: Sat Mar 22, 2014 9:35 pm    Subject: Supersonic Unless Attacking
Forum:  Modding Central » Generals Editing Forum
My overall plan has nothing to do with the original Aurora.  What I want to do is make a plane that only gives the enemy a small window of opportunity to shoot it down.  It would be a Rank-5 ...
  Topic: Strike Fighter
BigBad

Replies: 13
Views: 3997

Post Posted: Sat Mar 22, 2014 9:22 pm    Subject:   Strike Fighter
Subject description: Raptor just kind of hangs out after firing
Forum:  Modding Central » Generals Editing Forum
I want to have a plane that can function as both an air-to-air fighter and a ground-attack plane.  The Raptor can do this, but it uses the same weapon for each kind of strike.  I fooled arou ...
  Topic: Supersonic Unless Attacking
BigBad

Replies: 12
Views: 5990

Post Posted: Fri Mar 21, 2014 7:32 am    Subject: Supersonic Unless Attacking
Forum:  Modding Central » Generals Editing Forum
I don't quite follow what you're saying about the AA defenses not working, but I think I would if I got my hands dirty and did those modifications; that is much more extensive than what I want to do. ...
  Topic: Buildable Spectre Gunship.
BigBad

Replies: 4
Views: 2016

Post Posted: Sun Mar 02, 2014 6:38 pm    Subject: Buildable Spectre Gunship.
Forum:  Modding Central » Generals Editing Forum
I've gotten all sorts of Generals' Powers to appear when I want them to, as if they are weapons by regular units; rather, I have done this with artillery a bunch of different ways.  I think that ...
  Topic: Fully upgraded Helix
BigBad

Replies: 2
Views: 2245

Post Posted: Thu Feb 27, 2014 7:48 am    Subject: Fully upgraded Helix
Forum:  Modding Central » Generals Editing Forum
http://www.ppmsite.com/forum/viewtopic.php?t=32982&sid=15118d35cec107bf9c645b9164c37654

This seems to address your question applied to the Overlord.  Translating the plan to the chopper do ...
  Topic: Supersonic Unless Attacking
BigBad

Replies: 12
Views: 5990

Post Posted: Sun Feb 23, 2014 7:30 pm    Subject:   Supersonic Unless Attacking
Subject description: why would a plane slow down when it gets lighter?
Forum:  Modding Central » Generals Editing Forum
Hey all.  I'm new to this forum (and to real modding in general, mostly).  I've done a bunch of modding Yuri's Revenge through Final Alert and I've done similar editing in Zero Hour with the ...
 
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