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Old 02-28-2008, 08:53 PM   #3 (permalink)
BlueGalactic
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Join Date: Feb 2007
Location: USA, just USA.
Posts: 160
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The problem is fixed. The battery now launches a rocket, leaving the turret temporarily empty. It can also rotate and attack in all directions. What I did was copy a certain block of text from the TomahawkBattery.ini file in Command and Conquer Generals Armageddon and combined that with the line "ProjectileBoneFeedbackEnabledSlots". Here is the code:
Code:
Object USABoss_AmericaTomahawkBattery
  SelectPortrait = SATmhkPatriot
  ButtonImage = SATmhkPatriot
  UpgradeCameo1 = Upgrade_AmericaTomahawkRemoteControl 
  Draw = W3DModelDraw Tomahawk
    ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model              = TomahawkBattery
      Turret             = TURRET
      TurretPitch        = TURRETEL
      WeaponLaunchBone   = PRIMARY   WeaponA01
      WeaponLaunchBone   = SECONDARY WeaponA01
      WeaponHideShowBone = PRIMARY   MISSILE
      WeaponHideShowBone = SECONDARY MISSILE
    End
    ConditionState = SOLD
      Model              = NONE
    End
    AliasConditionState = NIGHT
    ConditionState = DAMAGED
      Model = TomahawkBattery_D
    End
    AliasConditionState = DAMAGED NIGHT
    ConditionState = REALLYDAMAGED RUBBLE
      Model = TomahawkBattery_D
    End
    AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
    ConditionState = SNOW
      Model = TomahawkBattery_D
    End
    AliasConditionState = SNOW NIGHT    
    ConditionState = DAMAGED SNOW
      Model = TomahawkBattery
    End
    AliasConditionState = SNOW NIGHT DAMAGED    
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model = TomahawkBattery_D
    End
    AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model = TomahawkBattery
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION 
      Model = NONE
    End
    AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION SNOW
    AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
    AliasConditionState = SOLD DAMAGED
    AliasConditionState = SOLD REALLYDAMAGED
    AliasConditionState = SOLD NIGHT
    AliasConditionState = SOLD NIGHT DAMAGED
    AliasConditionState = SOLD NIGHT REALLYDAMAGED
    AliasConditionState = SOLD SNOW
    AliasConditionState = SOLD SNOW DAMAGED
    AliasConditionState = SOLD SNOW REALLYDAMAGED
    AliasConditionState = SOLD NIGHT SNOW
    AliasConditionState = SOLD NIGHT SNOW DAMAGED
    AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
  End
  Draw = W3DModelDraw ModuleTag_02
    AnimationsRequirePower = No
    DefaultConditionState
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4
      Animation = ABPatriot_A4.ABPatriot_A4
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_DAY
    End
    ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4N
      Animation = ABPatriot_A4N.ABPatriot_A4N
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_NIGHT
    End
    ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4S
      Animation = ABPatriot_A4S.ABPatriot_A4S
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOW
    End
    ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4SN
      Animation = ABPatriot_A4SN.ABPatriot_A4SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = ABPatriot_A4
      Animation = ABPatriot_A4.ABPatriot_A4
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = ABPatriot_A4N
      Animation = ABPatriot_A4N.ABPatriot_A4N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = ABPatriot_A4S
      Animation = ABPatriot_A4S.ABPatriot_A4S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = ABPatriot_A4SN
      Animation = ABPatriot_A4SN.ABPatriot_A4SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = ABPatriot_A4
      Animation = ABPatriot_A4.ABPatriot_A4
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = ABPatriot_A4N
      Animation = ABPatriot_A4N.ABPatriot_A4N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = ABPatriot_A4S
      Animation = ABPatriot_A4S.ABPatriot_A4S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = ABPatriot_A4SN
      Animation = ABPatriot_A4SN.ABPatriot_A4SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  Draw = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired = MEDIUM
    DefaultConditionState
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6
      Animation = ABPatriot_A6.ABPatriot_A6
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_DAY
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    ConditionState = NIGHT PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6N
      Animation = ABPatriot_A6N.ABPatriot_A6N
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_NIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    ConditionState = SNOW PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6S
      Animation = ABPatriot_A6S.ABPatriot_A6S
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOW
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6SN
      Animation = ABPatriot_A6SN.ABPatriot_A6SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = ABPatriot_A6
      Animation = ABPatriot_A6.ABPatriot_A6
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = ABPatriot_A6N
      Animation = ABPatriot_A6N.ABPatriot_A6N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = ABPatriot_A6S
      Animation = ABPatriot_A6S.ABPatriot_A6S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = ABPatriot_A6SN
      Animation = ABPatriot_A6SN.ABPatriot_A6SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = ABPatriot_A6
      Animation = ABPatriot_A6.ABPatriot_A6
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = ABPatriot_A6N
      Animation = ABPatriot_A6N.ABPatriot_A6N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = ABPatriot_A6S
      Animation = ABPatriot_A6S.ABPatriot_A6S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = ABPatriot_A6SN
      Animation = ABPatriot_A6SN.ABPatriot_A6SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  PlacementViewAngle = -45
  DisplayName = OBJECT:TomahawkBattery
  Side = USABoss
  EditorSorting = STRUCTURE
  Prerequisites
;    Object = USABoss_AmericaPowerPlant
;    Object = USABoss_AmericaStrategyCenter
  End
  BuildCost = 900
  BuildTime = 1.0
  EnergyProduction = -5
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY TomahawkBatteryWeapon
    AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT  
    PreferredAgainst = PRIMARY VEHICLE INFANTRY
    ShareWeaponReloadTime = Yes
  End
  VisionRange = 360.0
  ShroudClearingRange = 360
  ArmorSet
    Conditions = None
    Armor = BaseDefenseArmor
    DamageFX = StructureDamageFXNoShake
  End
  CommandSet = AmericaPatriotBatteryCommandSet
  ExperienceValue = 200 200 200 200
  VoiceSelect = PatriotBatterySelect
  SoundOnDamaged = BuildingDamagedStateLight
  SoundOnReallyDamaged = BuildingDestroy
  UnitSpecificSounds
    UnderConstruction = UnderConstructionLoop
  End
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoopLoud
  End
  RadarPriority = STRUCTURE
  KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE EMP_HARDENED
  Body = StructureBody ModuleTag_04
    MaxHealth = 1000.0
    InitialHealth = 1000.0
    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End 
  Behavior = StealthDetectorUpdate ModuleTag_05
    DetectionRate = 500
    DetectionRange = 200
    CanDetectWhileGarrisoned = No
    CanDetectWhileContained = No
  End
  Behavior = BaseRegenerateUpdate ModuleTag_06
  End 
  Behavior = AIUpdateInterface ModuleTag_07
    Turret
      TurretTurnRate = 180
      TurretPitchRate = 180
      AllowsPitch = Yes
      NaturalTurretPitch = 45   
      GroundUnitPitch = 40
      MinPhysicalPitch = -20
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
      MinIdleScanInterval = 250
      MaxIdleScanInterval = 250
      MinIdleScanAngle = 0
      MaxIdleScanAngle = 360
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate = 250
  End
  Behavior = DestroyDie ModuleTag_09
  End
  Behavior = FXListDie ModuleTag_10
    DeathFX = FX_StructureTinyDeath
  End
  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000
    AflameDamageAmount = 5
    AflameDamageDelay = 500
  End
  Behavior = TransitionDamageFX ModuleTag_20
    DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  End
  Behavior = CreateObjectDie ModuleTag_21
    CreationList = Boss_OCL_AmericanRangerDebris03
    ExemptStatus = UNDER_CONSTRUCTION
  End
  Geometry = CYLINDER
  GeometryMajorRadius = 12.0
  GeometryMinorRadius = 1.0
  GeometryHeight = 14.0
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER
End
Thanks for your help, although it really was a no-brainer.

Last edited by BlueGalactic; 02-28-2008 at 09:07 PM.
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