Hey,
I got another problem with the same missile thing maybe you can help me with this one too.
You see, the Liberator Tank missile can fire on ground AND air targets. The ground is fine, he missile shoots out and then reloads with everything working fine. Heres the code that I got right now.
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
WeaponFireFXBone = TERTIARY WeaponA01
WeaponLaunchBone = TERTIARY WeaponA01
WeaponHideShowBone = SECONDARY MISSILE
WeaponHideShowBone = TERTIARY MISSILE
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVScorpion_d
ShowSubObject = MissileRack
WeaponFireFXBone = SECONDARY WeaponA01
WeaponLaunchBone = SECONDARY WeaponA01
WeaponFireFXBone = TERTIARY WeaponA01
WeaponLaunchBone = TERTIARY WeaponA01
WeaponHideShowBone = SECONDARY MISSILE
WeaponHideShowBone = TERTIARY MISSILE
End
The anti air missile though fires good, but when it reloads the missiles is still there, that is not right, when the missile reloads I want that part of th emodel gone (well u know what I mean)
When I put
ProjectileBoneFeedbackEnabledSlots = SECONDARY TERTIARY
Thatdoesnt work, because then the aa missile fires good, but the problem then with the anti ground missile.
These 2 things dont seem to go together, what should I do?
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