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Old 12-23-2003, 04:03 PM   #16 (permalink)
2312222
Senior Member
 
Join Date: Jul 2003
Location: Germany
Posts: 303
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Thanks for the help!

I tried this one then:

The original T90 tank and its INI entry:

Code:
  UpgradeCameo1 = Upgrade_RussiaT90MG
  UpgradeCameo2 = Upgrade_RussiaT90MD
  UpgradeCameo3 = NONE
  UpgradeCameo4 = NONE
  UpgradeCameo5 = NONE

  Draw = W3DOverlordTankDraw ModuleTag_01

    ConditionState        = NONE
      Model               = rut90
      Turret              = Turret     
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End

    ConditionState        = REALLYDAMAGED
      Model               = rut90
      Turret              = Turret     
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    
    ConditionState        = RUBBLE
      Model               = rut90
      Turret              = Turret
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
... second part:

Code:
  Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
    Slots                 = 2
    DamagePercentToUnits        = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
  End

  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_T90MG
    TriggeredBy   = Upgrade_RussiaT90MG
    ;ConflictsWith = nothing!
  End
  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_T90MD
    TriggeredBy   = Upgrade_RussiaT90MD
    ;ConflictsWith = nothing!
  End
  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 2; So you can't build multiple upgrades in the same frame
  End
  Behavior = CommandSetUpgrade ModuleTag_11
    CommandSet = RussiaTankT90MGCommandSet
    TriggeredBy   = Upgrade_RussiaT90MG
    ;ConflictsWith = nothing!
  End
  Behavior = CommandSetUpgrade ModuleTag_12
    CommandSet = RussiaTankT90MDCommandSet
    TriggeredBy   = Upgrade_RussiaT90MD
    ;ConflictsWith = nothing!
  End
-------------------------------------------------------------------------------------

Now the two upgrades I want to use:

1.) Russia T90 with MachineGun

Code:
  ;UpgradeCameo1 = Upgrade_Nationalism
  ;UpgradeCameo1 = Upgrade_ChinaUraniumShells
  ;UpgradeCameo2 = Upgrade_ChinaNuclearTanks
  UpgradeCameo4 = Upgrade_RussiaT90MD
  UpgradeCameo5 = Upgrade_RussiaT90MG
  
  
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = UPGRADEA01 ;<- BONE NUMBER ONE

    DefaultConditionState
      Model               = rut90mg
      Turret              = ALTTURRET
      ;TurretPitch         = GUN
      WeaponFireFXBone    = PRIMARY WEAPONB01
    End

    ConditionState        = REALLYDAMAGED 
      Model               = rut90mg
      Turret              = ALTTURRET
      ;TurretPitch         = GUN
      WeaponFireFXBone    = PRIMARY WEAPONB01
    End
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 180   ; turn rate, in degrees per sec
      ;TurretPitchRate    = 80
      ;FirePitch          = -5          ; Instead of aiming pitchwise at the target, it will aim here
      ;AllowsPitch        = Yes
      ;RecenterTime       = 5000     ; how long to wait during idle before recentering

      ;FiresWhileTurning   = Yes
      ;NaturalTurretPitch  = 35 ; this keeps it aimed half way between land and sky
                               ; since you never know from whence cometh danger
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes 
  End
2.) Russia T90 with Propaganda Tower Effect

Code:
 ;UpgradeCameo1 = Upgrade_Nationalism
  ;UpgradeCameo2 = Upgrade_ChinaUraniumShells
  ;UpgradeCameo3 = Upgrade_ChinaNuclearTanks
  UpgradeCameo4 = Upgrade_RussiaT90MD
  UpgradeCameo5 = Upgrade_RussiaT90MD
  
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = UPGRADEB01 ;<- BONE NUMBER TWO


    ConditionState = NONE
      Model         = rut90md
      ParticleSysBone = NONE MicrowaveRotisserie
    End
    ConditionState = REALLYDAMAGED
      Model         = rut90md
      ParticleSysBone = NONE MicrowaveRotisserie
    End 
  End

  Behavior        = PropagandaTowerBehavior ModuleTag_04
    Radius                = 150.0
    DelayBetweenUpdates   = 2000 ; in milliseconds
    HealPercentEachSecond = 1%   ; get this % of max health every second
    PulseFX               = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
    UpgradeRequired       = Upgrade_ChinaSubliminalMessaging
    UpgradedHealPercentEachSecond = 2%   ; get this % of max health every second
    UpgradedPulseFX       = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
  End
-------------------------------------------------------------------------------------

The problem is still the same, only one upgrade is drawn, the other one simply isn't there but the weapon linked to it fires at enemies.

And the turret of the MachineGun still turns just as it wants to.

Btw, merry christmas to everyone!

P.S.: I now it's too early but I want to make sure those Americans here also get my greetings :-)
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