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NukeWinter
07-24-2005, 10:24 AM
One block of code in my new unit is giving me problems, if anyone knows what i did wrong, please help me out. Thanks.



;------------------------------------------------------------------------------
Object GDIVehicleMDP

; *** ART Parameters ***
SelectPortrait = SNInferno_L
ButtonImage = SNInferno

;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = GVMDP2
Turret = Turretel
TurretPitch = Turretel
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
End

ConditionState = RUBBLE REALLYDAMAGED
Model = GVMDP2
Turret = Turretel
TurretPitch = Turretel
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
End

; ConditionState = FIRING_B ;<-------This causes problems
; Animation = GVMDP2.GVMDP2 ;<-------This causes problems
; AnimationMode = ONCE ;<-------This causes problems
; End ;<-------This causes problems
; AliasConditionState = FIRING_B REALLYDAMAGED ;<-------This causes problems

TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.

Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray

; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This unit doesn't powerslide.
End

; ***DESIGN parameters ***
DisplayName = OBJECT:MDP
Side = GDI
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY MDPGun
; PreferredAgainst = PRIMARY INFANTRY VEHICLE STRUCTURE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY DeployWeapon
AutoChooseSources = SECONDARY NONE
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 900
BuildTime = 15.0 ;in seconds
VisionRange = 180
ShroudClearingRange = 300
Prerequisites
; Object = Nuke_ChinaWarFactory
; Object = Nuke_ChinaPropagandaCenter
End

ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GDIVehicleMDPCommandSet

; *** AUDIO Parameters ***
VoiceSelect = InfernoCannonVoiceSelect
VoiceMove = InfernoCannonVoiceMove
VoiceGuard = InfernoCannonVoiceMove
VoiceAttack = InfernoCannonVoiceAttack
SoundMoveStart = InfernoCannonMoveStart
SoundMoveStartDamaged = InfernoCannonMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = InfernoCannonVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
VoiceCrush = InfernoCannonVoiceCrush
VoiceEnter = InfernoCannonVoiceMove
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 500
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_04
Turret
TurretTurnRate = 0
TurretPitchRate = 0
AllowsPitch = No
FirePitch = 0
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
End
Locomotor = SET_NORMAL QuadCannonLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
End

; A crushing defeat
Behavior = FXListDie ModuleTag_06
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_07
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = SlowDeathBehavior ModuleTag_08
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_InfernoCannonDeathEffect
End

Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = CreateCrateDie ModuleTag_10
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = DestroyDie ModuleTag_22
DeathTypes = NONE +CRUSHED +SPLATTED
End

Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

Dibelius
07-24-2005, 10:51 AM
maybe this block needs a model (I don't know if "W3DTankTruckDraw" really need this, but try)


ConditionState = FIRING_B
Model = GVMDP2
Animation = GVMDP2.GVMDP2
AnimationMode = ONCE
End
AliasConditionState = FIRING_B REALLYDAMAGED


just a hint: you know that FIRING_B means secondary weapon?!

Retnuh
07-24-2005, 10:54 AM
And what exactly is the problem ? A crash ?

NukeWinter
07-24-2005, 11:20 AM
Thanks Dibelius, I think that will fix it.
WB gave me an error about 'Must specify a model/asset name.'
Oh, and yes, FIRING_B for is the Deploy animation, it should be PREATTACK though.