Prepare to unleash the absolute latest in modern weapons technology against the world's most powerful Generals in Command & Conquer Generals: Zero Hour. In the next era of military strategy and might, you'll need to command a more technologically advanced arsenal to defeat new, more powerful enemies.

Post tutorial Report RSS Some Units Tutorial

1.Making unit(s) unmanned 2.Making unit(s) spawn later in the game 3.Making unit(s) move to a location 4.Making unit(s) follow a waypoint path

Posted by on - Intermediate Mapping/Technical

1.Making Unit(s) Unmanned
An "unmanned" object in Generals/Zero Hour means that an object has no driver or "Man" inside and so any infantry unit can enter inside and the player will gain control of it. You can apply this to object types listed as Building or Unit/Vehicle/Tank/(Aircraft?).
Click on each unit or building you wish to make unmanned and give it a name inside the object property box (Example: unit001)
Then go to Edit->Scripts and make a new script inside the folder plyrcivilian or neutral with these settings:
IF
'true'
THEN
(Make a new action and go to Unit->Status->Make unmanned)
"Make unit 'unit???' unmanned"
Click on 'unit???' and change it to the name of the unit, it should be in the list.
Copy the new actions and click Edit on the copyed action, and change the name of the unit. Repeat this until all the units have been made unmanned in the script.
(the reason you copy and edit it, is because it's faster then going to "new" each time.)

2. Making a Unit Spawn Later in the Game
*Requires you to go to Edit->Players->Add skirmish players.
"Spawning" a unit refers to making a person/unit/building appear on the map at a location marked with a waypoint, or a location with specific X,Y,Z coordinates. To Start, place a waypoint on the map were you want your unit(s) to spawn later in the game (place about 1 waypoint per 5 units so they don't get stuck) and then you can do this in one of two ways.
The first method is:
Go into scripts and create a new script with these settings:
IF
'True'
THEN
(Go to Scripts->Timer->Set timer to expire)
"Set timer 'Timer01' to expire in '##' seconds."
Then create another script (not action) with these settings:
IF
'Timer01 has expired'
THEN
(Go to unit->Spawn->(Select the one that best suites you.) (Team= Will spawn on a team, is you, and for the computer pick one like 'SkirmishAmerica' and it will spawn for the computer that is USA.) (Named= Create a named object, like if you had placed it in worldbuilder and givin it a name, so you could do soemthing to it in scripts.)
(orientation= What angle it's facing)
And pick the unit by clicking "unit/object of type '???'"

The second method is:
Go to teams, click the faction that you want to give the unit(s) to (example: SkirmishAmaerica) and create a new team. Then choose the unit(s) you want and the number of them you want to apear each time you tell them to in scripts.
Then go to scripts and create a new script with these settings:
IF
'True'
THEN
(Go to scripts->Timer->Set timer to expire)
"Set timer 'Timer01' to expire in '##' seconds."
Then create another script (not action) with these settings:
IF
"Timer01 has expired"
THEN
(Team->Spawn->Spawn an instance of team??? at a waypoint)
"Spawn an instance of team 'Your team name' at waypoint 'Waypoint you placed'"


3. Making Unit(s) Move to a Location

*Requires you to go to Edit->Players->Add skirmish players.
Place your units on the map and give them each a unique name. Place a waypoint to were you want them to move, and give it a name.
Then go into scripts and make a new script in plyrcivilian with these settings:
IF
'True'
THEN
(Go to Unit->Move->Move a specific unit to a location)
'Move unit to '

4. Make Unit(s) Follow/Patrol a Waypoint Path
*Requires you to go to Edit->Players->Add skirmish players.
A "waypoint path" refers to the arrows that connect each waypoint to eachother. They show units how to move from place to place using waypoints as the places to move to and the arrow as the order and direction in which to move. Waypoint paths can be used instead of "move to location" for a more in-control path. Units only follow these waypoints when told to in scripts.
Place your unit(s) were you want them to move to/patrol (perferable close together, or on the same path it leads on)
Then Place a Waypoint Path (place a waypoint then click and drag from that waypoint to new one) Note: If you want them to patrol an area forever (or until told to stop) Make the last waypoint connect to the first (or if you want them to move to an area then patrol that one put it so its connected to the waypoint you want)
Then click on one of your waypoints and in the object property box, you should see "Waypoint Labels" and 4 spaces under it. Click in the first input area and type in something (example: Patrol).
Then click your unit(s) and give them each a unique name.
Then in scripts create a new script in plyrcivilian with these settings:
IF
'True'
THEN
(Go to Unit->Move->Set a specific unit to EXACTLY Follow a Waypoint path.)
"Unit exactly follow waypoint path "
Then repeat until all the units have been set to patrol/follow path.
Extra: If you want a unit to move to a waypoint and then patrol a path; Place an area around the waypoint and give it a name, then do the same scripts for Sec5, but change the scripts in Sec6 from 'true' to (Unit->Area->Unit enters an area)"'Unit' enters 'area.'"

Comments
UltraCommander
UltraCommander

Nice work

Reply Good karma Bad karma+3 votes
vanslettejohn
vanslettejohn

What if i wanted to make a AOD single player?

Reply Good karma Bad karma+1 vote
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C&C: Generals Zero Hour
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