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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 08-17-2003, 11:45 PM   #1 (permalink)
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Join Date: May 2003
Posts: 25
Default Advanced Crusader Tank weapons problem

Ok now.

I downloaded the advanced crusader tank model.
This model has a rocketlauncher on the side .
Now i know how to make new weapons and etc .

But how do i make the animation be that the rockets are fired from out the rocketlauncher on the side and not fromout the barrel as with the tankgun :/ .

I tried looking at the rocketbuggy how it did that and the scorpion but it doesnt seem to work :tard: .

Plz someone help me :/
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Old 08-18-2003, 12:28 AM   #2 (permalink)
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u need to check out the bones
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Old 08-18-2003, 05:19 AM   #3 (permalink)
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i got the code 4 u
Object USATankCrusader

; *** ART Parameters ***
SelectPortrait = americacrusader
ButtonImage = americacrusader

UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
UpgradeCameo4 = Upgrade_AmericaCompositeArmor
UpgradeCameo5 = Upgrade_AmericaShells1

Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
Model = AVLeopard
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End
ConditionState = REALLYDAMAGED
Model = AVLeopard_D
End
ConditionState = RUBBLE
Model = AVLeopard_D
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = USAHTank
Turret = Turret
AltTurret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
WeaponLaunchBone = SECONDARY WeaponA1
WeaponRecoilBone = SECONDARY WeaponA1
WeaponMuzzleFlash = SECONDARY WeaponA1
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = USAHTankD
Turret = Turret
AltTurret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
WeaponLaunchBone = SECONDARY WeaponA1
WeaponRecoilBone = SECONDARY WeaponA1
WeaponMuzzleFlash = SECONDARY WeaponA1
End
ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
Model = USAHTankD1
Turret = Turret
AltTurret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
WeaponLaunchBone = SECONDARY WeaponA1
WeaponRecoilBone = SECONDARY WeaponA1
WeaponMuzzleFlash = SECONDARY WeaponA1
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
OkToChangeModelColor = Yes
End
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Old 08-18-2003, 08:55 AM   #4 (permalink)
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Hmmm okey.

Lol but now i have to make an upgrade for it. (i never did upgrades maybe this is the time to start it )

Maybe you can give me the code without the upgrade? :S

Thx this will work certainly though (i hope).
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Old 08-18-2003, 08:56 AM   #5 (permalink)
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just folow the tow missile upgrade it should be ez
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Old 08-18-2003, 09:04 AM   #6 (permalink)
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yeah thats a good one.

Thx mate.

P.S.
I really like this forums communitie it is so much better then the official generals with all that bullshit going around there.

P.S.S.
he pieten why did u use ''americashells1''?
something from your mod?
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Old 08-18-2003, 09:53 AM   #7 (permalink)
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Ok so i implemented it.

Made the crusader upgradeble.

PROBLEM.
the turret wont move it wont spin to shoot. that looks so weird :dead:
what do i need to do to make the turret spin again?
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Old 08-18-2003, 11:57 AM   #8 (permalink)
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BUMP .

ahhh man come on people plz answer me :cry:
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Old 08-18-2003, 01:40 PM   #9 (permalink)
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search before posting
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Old 08-18-2003, 05:43 PM   #10 (permalink)
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dude u should search but i donno why this is happening
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