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Old 01-21-2004, 11:18 PM   #1 (permalink)
Mishkin
Senior Member
 
Join Date: Oct 2003
Location: Nevada, USA
Posts: 933
Default Missile problem with Original Scorpion

Hey everybody, while my drone over structure idea is still pending (plz see post and help out if you can), I decided to put back the old Scorpion tank in (model UVSCORPION if you have zero hour) in the game under the name "Liberator Tank"

I got everything working properly except that when the tank fires the missile, it stil is there (the object that is).

here is the code that has to do with it...

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

; ------------ Normal
DefaultConditionState
Model = UVScorpion
Turret = Turret01 ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks
; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack!
HideSubObject = MissileRack
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = UVScorpion_d
End
AliasConditionState = RUBBLE

; ---------- With missile
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileRack
WeaponFireFXBone = SECONDARY WeaponA01
WeaponLaunchBone = SECONDARY WeaponA01
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVScorpion_d
ShowSubObject = MissileRack
WeaponFireFXBone = SECONDARY WeaponA01
WeaponLaunchBone = SECONDARY WeaponA01
End

So how do I get the missile to dissapear while the tank is reloading the missile?

-Mishkin--The Russian Dude-

P.S. The reason I love Zero Hour mod-wise is that it gives you all the models not used in the game, or earlier versoins of the models.
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