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Old 04-29-2006, 05:57 AM   #1 (permalink)
coldfusion
Junior Member
 
Join Date: Apr 2006
Posts: 4
Default Understanding the NukeCannon

hello to all, im new in this forum, well i have analysed the nukecanon code and ,model, dont know guess that is on of the most complex unit models in the game -or maybe is just me, anyway im new in modding-

well suposelly the nuke cannon use some resources to hide and show different W3D objects in the animation, so basically this is the code im interested for the nuke

Code:
 *** ART Parameters *** 
  SelectPortrait         = SNNukeCannon_L 
  ButtonImage            = SNNukeCannon 
   
  ;UpgradeCameo1 = NONE 
  ;UpgradeCameo2 = NONE 
  ;UpgradeCameo3 = NONE 
  ;UpgradeCameo4 = NONE 
  ;UpgradeCameo5 = NONE 

  Draw = W3DTankDraw ModuleTag_01 
     
    InitialRecoilSpeed   = 120 
    MaxRecoilDistance    = 8 
    RecoilSettleSpeed    = 6 

    OkToChangeModelColor = Yes 

    ExtraPublicBone = Turret01 

    DefaultConditionState 
      Model                           = NVNukeCn 
      WeaponLaunchBone                = PRIMARY Muzzle 
      WeaponMuzzleFlash               = PRIMARY MuzzleFX 
      WeaponFireFXBone                = PRIMARY Muzzle 
      WeaponRecoilBone                = PRIMARY Barrel 
      HideSubObject                   = TURRET01      ;Hide controlled turret 
      ShowSubObject                   = TURRETFRONT TURRETBACK  ;Show pack/unpack animated turret 
      Turret                          = Turret01 
      TurretPitch                     = TurretEL 
    End 
       
    ConditionState                    = RUBBLE 
      Model                           = NVNukeCn_D 
      WeaponLaunchBone                = PRIMARY Muzzle 
      WeaponMuzzleFlash               = PRIMARY MuzzleFX 
      WeaponRecoilBone                = PRIMARY Barrel 
      HideSubObject                   = TURRET01      ;Hide controlled turret 
      ShowSubObject                   = TURRETFRONT TURRETBACK  ;Show pack/unpack animated turret 
      Turret                          = Turret01 
      TurretPitch                     = TurretEL 
    End 

    ;*** PACKED STATE -- ready to move *** 
    ConditionState    = MOVING 
      Animation       = NVNukeCn.NVNukeCn 
      AnimationMode   = ONCE_BACKWARDS 
      Flags           = START_FRAME_FIRST 
    End 
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 
    AliasConditionState = BETWEEN_FIRING_SHOTS_A 
    ;*** 
    ConditionState    = REALLYDAMAGED MOVING 
      Model           = NVNukeCn_D 
      Animation       = NVNukeCn_D.NVNukeCn_D 
      AnimationMode   = ONCE_BACKWARDS 
      Flags           = START_FRAME_FIRST 
    End 
    AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 
      

    ;*** UNPACKING STATE  -- preparing to fire *** 
    ConditionState    = UNPACKING 
      Animation       = NVNukeCn.NVNukeCn 
      AnimationMode   = ONCE 
    End 
    AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 
    ;*** 
    ConditionState    = REALLYDAMAGED UNPACKING 
      Model           = NVNukeCn_D 
      Animation       = NVNukeCn_D.NVNukeCn_D 
      AnimationMode   = ONCE 
    End 
    AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 

    ;*** PACKING STATE -- preparing to move *** 
    ConditionState    = PACKING 
      Animation       = NVNukeCn.NVNukeCn 
      AnimationMode   = ONCE_BACKWARDS 
      Flags           = START_FRAME_LAST 
    End 

    AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 
    ;*** 
    ConditionState    = REALLYDAMAGED PACKING 
      Model           = NVNukeCn_D 
      Animation       = NVNukeCn_D.NVNukeCn_D 
      AnimationMode   = ONCE_BACKWARDS 
      Flags           = START_FRAME_LAST 
    End 
    AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 

    ;*** DEPLOYED STATE -- ready to fire *** 
    ConditionState  = DEPLOYED  
      Animation       = NVNukeCn.NVNukeCn 
      AnimationMode   = ONCE 
      Flags           = START_FRAME_LAST 
      TransitionKey   = TRANS_FIRING_A 
      HideSubObject   = TURRETFRONT TURRETBACK   ;Hide pack/unpack animated turret 
      ShowSubObject   = TURRET01      ;Show controlled turret 
    End 
    AliasConditionState = DEPLOYED FIRING_A 
    AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A 
    AliasConditionState = DEPLOYED RELOADING_A 
    AliasConditionState = DEPLOYED MOVING 

    ConditionState  = DEPLOYED REALLYDAMAGED 
      Model           = NVNukeCn_D 
      Animation       = NVNukeCn_D.NVNukeCn_D 
      AnimationMode   = ONCE 
      Flags           = START_FRAME_LAST 
      TransitionKey   = TRANS_FIRING_A 
      HideSubObject   = TURRETFRONT TURRETBACK  ;Hide pack/unpack animated turret 
      ShowSubObject   = TURRET01      ;Show controlled turret 
    End 
    AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A 
    AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A 
    AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A 
    AliasConditionState = DEPLOYED REALLYDAMAGED MOVING 
     
    TrackMarks              = EXTnkTrack.tga 
    TreadAnimationRate      = 4.0  ; amount of tread texture to move per second 
  End ?>

then the questions start, these are the main

1-the flag dummy in the model have something to do with the flag variable??? and why must be placed in shuch position??

2-how the code hide the elements that arent specific, i mean there are two hide-show objects, the turret 01 and the front-back turret , but how the barrel and elevators, lifters and others get hided??? where is the link for all elemets??

3- how the game align the different elemests of the deploy animation, i mean if you see the model you will note that all the animated elemets move in different ways and arent centered with the main model, so how i align all them???

4-what is the meaning of the allias condition state?? is a confirmation string?? and what is the meaning of the DEPLOYED FIRING_A and other values?

thanks for your help
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