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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 12-19-2003, 08:45 PM   #11 (permalink)
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Quote:
Originally Posted by 2312222
IMO it really is a coding question, Eradicator is correct. Has anyone ever got this to work properly or is it just impossible?
coding wont make the model look good because the gattling cannon, the speakertower and the bunker share the same space in the overlord.
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Old 12-21-2003, 02:59 PM   #12 (permalink)
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*sigh* Look at his post. He's not doing this on the overlord for gods sake. Its a NEW unit. NEW model. No model editing required. Coding question. Modellers go away :P

"RussiaTankT90MD"
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Old 12-21-2003, 03:27 PM   #13 (permalink)
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I am not a modeler I am a coder, but I know enough to tell you that if you try it with just one bone then you will only be able to put two infantry in the bunker because the other two buildings will be inside it, so you need three seperate bones in different locations so it wont do that. So therefor shutup about no model editing required unless he already has three bones on the model already.
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Old 12-21-2003, 07:33 PM   #14 (permalink)
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Ok, how am I going to phrase this!? It is not the overlord. No overlord. Say goodbye to overlord. No transport upgrade. No gattling upgrade. No prop tower upgrade. Different unit. Different model. He has made the model and boned it (most likely). Coding problem. Coding solution needed. Read his post. Russian tank not chinese tank. Not overlord. Question does not ask how to put all 3 overlord upgrades at once. For the love of all things holy this is not the overlord so why the hell would he needit to transport things!? :lol:
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Old 12-22-2003, 11:42 AM   #15 (permalink)
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Default Re: OverlordContain Logic / Multiple Addons

Quote:
Originally Posted by 2312222
Hi!

As you might guess I am messing around with the Overlord's INI entries because I am trying to create a new unit that will be able to "transport" two upgrades. Sounds easy in theory but seems to be very tricky.

My problems are:

1. I am only able to make one of the two upgrades show up in game. That means that only one of the 2 turret "addons" is actually drawn. The other one isn't there, but the unit fires the weapon associated with this "invisible" upgrade. I think this might be a hard-coded limitation of the OverlordContain Logic, but I am not quite sure.

2. One of the Upgrade is a second turret that is mounted on the unit's original turret. The problem is that the added turret turns around completely senseless and often in the opposite direction of the target when the unit engages an enemy. The unit itself is "aligned to world", the bones are, the addon turret itself is aligned correctly and the bones are linked to the chassis. IMO this should be correct. Nevertheless the second addon turret isn't working properly.

These are the INI entries for my new "overlord-like" tank.

Code:
  Behavior = TransportAIUpdate ModuleTag_04
    Turret
      TurretTurnRate = 180   ; turn rate, in degrees per sec
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
Code:
 Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
    Slots                 = 2
    DamagePercentToUnits        = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PassengersInTurret = No ;
  End

  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_T90MG
    TriggeredBy   = Upgrade_RussiaT90MG
    ;ConflictsWith = nothing!
  End
  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_T90MD
    TriggeredBy   = Upgrade_RussiaT90MD
    ;ConflictsWith = nothing!
  End
  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 2; So you can't build multiple upgrades in the same frame
  End
  Behavior = CommandSetUpgrade ModuleTag_11
    CommandSet = RussiaTankT90MGCommandSet
    TriggeredBy   = Upgrade_RussiaT90MG
    ;ConflictsWith = nothing!
  End
  Behavior = CommandSetUpgrade ModuleTag_12
    CommandSet = RussiaTankT90MDCommandSet
    TriggeredBy   = Upgrade_RussiaT90MD
    ;ConflictsWith = nothing!
  End
He must have 2 bones in different areas so that the one that appears on the back of the turret will appear there, and then the other bone somewhere else so that the other upgrade will appear there.
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Old 12-23-2003, 04:03 PM   #16 (permalink)
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Thanks for the help!

I tried this one then:

The original T90 tank and its INI entry:

Code:
  UpgradeCameo1 = Upgrade_RussiaT90MG
  UpgradeCameo2 = Upgrade_RussiaT90MD
  UpgradeCameo3 = NONE
  UpgradeCameo4 = NONE
  UpgradeCameo5 = NONE

  Draw = W3DOverlordTankDraw ModuleTag_01

    ConditionState        = NONE
      Model               = rut90
      Turret              = Turret     
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End

    ConditionState        = REALLYDAMAGED
      Model               = rut90
      Turret              = Turret     
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    
    ConditionState        = RUBBLE
      Model               = rut90
      Turret              = Turret
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
... second part:

Code:
  Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
    Slots                 = 2
    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_T90MG
    TriggeredBy   = Upgrade_RussiaT90MG
    ;ConflictsWith = nothing!
  End
  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_T90MD
    TriggeredBy   = Upgrade_RussiaT90MD
    ;ConflictsWith = nothing!
  End
  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 2; So you can't build multiple upgrades in the same frame
  End
  Behavior = CommandSetUpgrade ModuleTag_11
    CommandSet = RussiaTankT90MGCommandSet
    TriggeredBy   = Upgrade_RussiaT90MG
    ;ConflictsWith = nothing!
  End
  Behavior = CommandSetUpgrade ModuleTag_12
    CommandSet = RussiaTankT90MDCommandSet
    TriggeredBy   = Upgrade_RussiaT90MD
    ;ConflictsWith = nothing!
  End
-------------------------------------------------------------------------------------

Now the two upgrades I want to use:

1.) Russia T90 with MachineGun

Code:
  ;UpgradeCameo1 = Upgrade_Nationalism
  ;UpgradeCameo1 = Upgrade_ChinaUraniumShells
  ;UpgradeCameo2 = Upgrade_ChinaNuclearTanks
  UpgradeCameo4 = Upgrade_RussiaT90MD
  UpgradeCameo5 = Upgrade_RussiaT90MG
  
  
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = UPGRADEA01 ;<- BONE NUMBER ONE

    DefaultConditionState
      Model               = rut90mg
      Turret              = ALTTURRET
      ;TurretPitch         = GUN
      WeaponFireFXBone    = PRIMARY WEAPONB01
    End

    ConditionState        = REALLYDAMAGED 
      Model               = rut90mg
      Turret              = ALTTURRET
      ;TurretPitch         = GUN
      WeaponFireFXBone    = PRIMARY WEAPONB01
    End
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 180   ; turn rate, in degrees per sec
      ;TurretPitchRate    = 80
      ;FirePitch          = -5          ; Instead of aiming pitchwise at the target, it will aim here
      ;AllowsPitch        = Yes
      ;RecenterTime       = 5000     ; how long to wait during idle before recentering

      ;FiresWhileTurning   = Yes
      ;NaturalTurretPitch  = 35 ; this keeps it aimed half way between land and sky
                               ; since you never know from whence cometh danger
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes 
  End
2.) Russia T90 with Propaganda Tower Effect

Code:
 ;UpgradeCameo1 = Upgrade_Nationalism
  ;UpgradeCameo2 = Upgrade_ChinaUraniumShells
  ;UpgradeCameo3 = Upgrade_ChinaNuclearTanks
  UpgradeCameo4 = Upgrade_RussiaT90MD
  UpgradeCameo5 = Upgrade_RussiaT90MD
  
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = UPGRADEB01 ;<- BONE NUMBER TWO


    ConditionState = NONE
      Model         = rut90md
      ParticleSysBone = NONE MicrowaveRotisserie
    End
    ConditionState = REALLYDAMAGED
      Model         = rut90md
      ParticleSysBone = NONE MicrowaveRotisserie
    End 
  End

  Behavior        = PropagandaTowerBehavior ModuleTag_04
    Radius                = 150.0
    DelayBetweenUpdates   = 2000 ; in milliseconds
    HealPercentEachSecond = 1%   ; get this % of max health every second
    PulseFX               = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
    UpgradeRequired       = Upgrade_ChinaSubliminalMessaging
    UpgradedHealPercentEachSecond = 2%   ; get this % of max health every second
    UpgradedPulseFX       = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
  End
-------------------------------------------------------------------------------------

The problem is still the same, only one upgrade is drawn, the other one simply isn't there but the weapon linked to it fires at enemies.

And the turret of the MachineGun still turns just as it wants to.

Btw, merry christmas to everyone!

P.S.: I now it's too early but I want to make sure those Americans here also get my greetings :-)
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Old 12-23-2003, 04:44 PM   #17 (permalink)
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Vanguard, what your now saying is quite obvious. He amde a new model thusnew bones. You can't have another turret without another bone
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Old 12-23-2003, 05:44 PM   #18 (permalink)
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...

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Old 12-23-2003, 05:44 PM   #19 (permalink)
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spamming, for your enjoyments
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Old 12-23-2003, 08:38 PM   #20 (permalink)
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Yeah it must have been kinda confusing, but he must only add 1 new bone.
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