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Old 11-06-2005, 04:28 PM   #1 (permalink)
ScrollMaster
Junior Member
 
Join Date: Feb 2005
Posts: 16
Default W3DOverlordTankDraw And FIREPOINT01 (SOLVED!!!!)

;===============================================
;PRELUDE
;------------------------------------------------------------------------------------
I have not been able to solve this problem yet.

I have searched the forums and it has been solved but the solution is never posted clearly afterwords.
;===============================================

;===============================================
WANTED RESULT:
;------------------------------------------------------------------------------------
I want to attach an object on top of another, just like the overlord has upgrades for attachements.

I have a unit that will have a upgrade for a rockect turret on its back
I have a command center that will spawn with 5 built in turrets
and I am sure I will be using this attachement method more for other objects in game.

;===============================================
PROBLEM:
;------------------------------------------------------------------------------------
The attachment is functional but does not do the following:

The attachement does not sit on the FIREPOINT bone
The attahement does sits at the pivot point base of its parent object
The attachement does not move with the turret piece
;===============================================


To make it easier to figure out I have created a test object
It is quite simple. A box with a FIREPOINT bone. The object will be a building with code added from the overlord. It will have the overlord command set so it should be able to just build a gattling gun on top. This prevents me from having to write an Upgrade or OLC so I can make sure thoes are not the problem.

Just so you know. I have linked the firepoint bone to the box which I renamed CHASSIS for no particular reason. I am modding for Generals, not ZeroHour for particular reasons.


Want to see the box? here it is!

[img]http://img240.imageshack.us/img240/1209/box3vc.jpg/img]

Want to see my code? here it is!


Code:
;MOUNT TEST
Object BOX

Draw                     = W3DOverlordTankDraw ModuleTag_01
;Draw                     = W3DModelDraw  ModuleTag_01
 ExtraPublicBone = FIREPOINT01
 OkToChangeModelColor   = Yes

 ConditionState         = NONE
   Model               = BOX
 End
End

    PlacementViewAngle  = -135
;#### DESIGN PARAMETERS ##############################################################################################################################

  DisplayName           = OBJECT:DarkFortress
  Side                  = America
  EditorSorting         = STRUCTURE
  BuildCost             = 2000
  BuildTime             = 5.0           ; in seconds
  EnergyProduction      = 0   ;Command Center should be free
  CommandSet = ChinaTankOverlordDefaultCommandSet
  VisionRange           = 300.0           ; Shroud clearing distance
  ShroudClearingRange = 300
  ArmorSet
    Conditions          = None
    Armor               = StructureArmorTough
    DamageFX            = StructureDamageFXNoShake
  End
  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

;#### AUDIO PARAMETERS ###############################################################################################################################

  VoiceSelect           = CommandCenterUSASelect
  SoundDie              = BuildingDie
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

;#### ENGINEERING PARAMETERS #########################################################################################################################

  RadarPriority       = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
  Body                = StructureBody ModuleTag_08
    MaxHealth         = 1000.0
    InitialHealth     = 1000.0
  End

Behavior = PreorderCreate ModuleTag_PreorderCreate
  End

  Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
    Slots                 = 1
    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_OverlordGattlingCannon
    TriggeredBy   = Upgrade_ChinaOverlordGattlingCannon
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker
  End
  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_OverlordPropagandaTower
    TriggeredBy   = Upgrade_ChinaOverlordPropagandaTower
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker
  End
  Behavior = ObjectCreationUpgrade ModuleTag_09
    UpgradeObject = OCL_OverlordBattleBunker
    TriggeredBy   = Upgrade_ChinaOverlordBattleBunker
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower
  End
  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior = CommandSetUpgrade ModuleTag_11
    CommandSet = ChinaTankOverlordGattlingCannonCommandSet
    TriggeredBy   = Upgrade_ChinaOverlordGattlingCannon
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker
  End
  Behavior = CommandSetUpgrade ModuleTag_12
    CommandSet = ChinaTankOverlordPropagandaTowerCommandSet
    TriggeredBy   = Upgrade_ChinaOverlordPropagandaTower
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker
  End
  Behavior = CommandSetUpgrade ModuleTag_13
    CommandSet = ChinaTankOverlordBattleBunkerCommandSet
    TriggeredBy   = Upgrade_ChinaOverlordBattleBunker
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower
  End


  Behavior = RadarUpdate ModuleTag_12
    RadarExtendTime   = 4000     ;in mSeconds
  End

  Behavior = DefaultProductionExitUpdate ModuleTag_13
    UnitCreatePoint   = X: 0.0  Y:  0.0   Z:0.0
    NaturalRallyPoint = X: 80.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  End

  Behavior             = DestroyDie ModuleTag_15
     ;nothing
  End
  Behavior             = CreateObjectDie ModuleTag_16
    CreationList  = OCL_LargeStructureDebris
  End

  Behavior             = CreateObjectDie ModuleTag_17
    CreationList  = OCL_AmericanRangerDebris10
    ExemptStatus  = UNDER_CONSTRUCTION
  End

  Behavior             = FXListDie ModuleTag_18
    DeathFX       = FX_StructureMediumDeath
  End

  Behavior = FlammableUpdate ModuleTag_30
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryMajorRadius = 20
  GeometryMinorRadius = 20
  GeometryHeight      = 150
  GeometryIsSmall     = No
  FactoryExitWidth    = 0     ; How much space to leave for units exiting.
  Shadow              = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER

End
What would be really helpfully is a good explanation with steps on what needs to be added for my turret to work.

Please Help me. I tired to Make this post the best I could
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