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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 07-23-2003, 07:45 AM   #1 (permalink)
Senior Member
 
Join Date: Jul 2003
Location: Germany
Posts: 303
Default multiple weapon systems on tanks

Hello out there!

Thanks to two members of this board I had been able to import my BMP3 model to Generals at last. Now I have a new problem :-)

I want the BMP3 to have the BattleMaster Tank's Gun and the TOW Launcher of the Humvee to attack both ground targets and air units.

The objects in the W3D file are:

CHASSIS
->FLAG
->HOUSECOLOR02
->HOUSECOLOR03
->TREADFX01
->TREADFX02
->TURRET
->->BARREL <- I want the barrel to recoil
->->->MUZZLE01 <- corresponding to weapon01
->->->WEAPON01 <- BattleMasterTank Gun
->->HOUSECOLOR01
->->HOUSECOLOR05
->->TURRETUPEL <- the TOW launcher from Humvee mounted on TURRET
->->->HOUSECOLOR04
->->->MUZZLE02 <- corresponding to weapon02
->->->MUZZLE03 <- corresponding to weapon03
->->->WEAPON02 <- HumveeWeaponMissile
->->->WEAPON03 <- HumveeWeaponMissileAir

Actually I think the modell itself is okay but the INI seems to be messed up (extract from FactionUnit.ini):

----------------------------------
Object ChinaTankBattleMaster

; *** ART Parameters ***
SelectPortrait = SNBattlemaster_L
ButtonImage = SNBattlemaster

UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo2 = Upgrade_ChinaUraniumShells
UpgradeCameo3 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = NVBtMstr
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle01
WeaponRecoilBone = PRIMARY Barrel
WeaponLaunchBone = PRIMARY Muzzle01
WeaponLaunchBone = SECONDARY Muzzle02
WeaponLaunchBone = TERTIARY Muzzle03
End


ConditionState = REALLYDAMAGED
Model = NVBtMstr_D
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = NVBtMstr_D
Turret = Turret01
End

TrackMarks = EXTnkTrack.tga
End

; ***DESIGN parameters ***
DisplayName = OBJECT:BattleMaster
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in transport (0 == not transportable)

WeaponSet
Conditions = None
; -----
Weapon = PRIMARY BattleMasterTankGun
PreferredAgainst = PRIMARY INFANTRY VEHICLE STRUCTURE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY HumveeMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY HumveeMissileWeaponAir
PreferredAgainst = TERTIARY AIR
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT
End


ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 800
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = ChinaWarFactory
End
----------------------------------

There are no models for the damaged BMP3 at the moment so I simply kept the BattleMaster model.

Now my problem is that as soon as I use that INI above, the BattleMaster fires only the TOW and not its main gun and all the other tanks don't fire either with their guns. Another strange thing is that infantry that i command to enter houses disappears as it enters those buildings.

Since I am very, very confused about all that, I would appreciate help in any form and want to thank the potential helping hands in advance ;-)

HEXman
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Old 07-23-2003, 09:50 AM   #2 (permalink)
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Join Date: Jul 2003
Posts: 138
Default

WeaponSet
Conditions = None
Weapon = PRIMARY BattleMasterTankGun
Weapon = SECONDARY HumveeMissileWeapon
Weapon = TERTIARY HumveeMissileWeaponAir
PreferredAgainst = TERTIARY AIRCRAFT
End


that should solve your weapon problem

as for the others.. i have no clue :|
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