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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 01-21-2004, 11:18 PM   #1 (permalink)
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Location: Nevada, USA
Posts: 933
Default Missile problem with Original Scorpion

Hey everybody, while my drone over structure idea is still pending (plz see post and help out if you can), I decided to put back the old Scorpion tank in (model UVSCORPION if you have zero hour) in the game under the name "Liberator Tank"

I got everything working properly except that when the tank fires the missile, it stil is there (the object that is).

here is the code that has to do with it...

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

; ------------ Normal
DefaultConditionState
Model = UVScorpion
Turret = Turret01 ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks
; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack!
HideSubObject = MissileRack
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = UVScorpion_d
End
AliasConditionState = RUBBLE

; ---------- With missile
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileRack
WeaponFireFXBone = SECONDARY WeaponA01
WeaponLaunchBone = SECONDARY WeaponA01
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVScorpion_d
ShowSubObject = MissileRack
WeaponFireFXBone = SECONDARY WeaponA01
WeaponLaunchBone = SECONDARY WeaponA01
End

So how do I get the missile to dissapear while the tank is reloading the missile?

-Mishkin--The Russian Dude-

P.S. The reason I love Zero Hour mod-wise is that it gives you all the models not used in the game, or earlier versoins of the models.
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Old 01-21-2004, 11:19 PM   #2 (permalink)
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Default Re: Missile problem with Original Scorpion

Quote:
Originally Posted by Mishkin
Hey everybody, while my drone over structure idea is still pending (plz see post and help out if you can), I decided to put back the old Scorpion tank in (model UVSCORPION if you have zero hour) in the game under the name "Liberator Tank"

I got everything working properly except that when the tank fires the missile, it stil is there (the object that is).

here is the code that has to do with it...

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

; ------------ Normal
DefaultConditionState
Model = UVScorpion
Turret = Turret01 ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks
; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack!
HideSubObject = MissileRack
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = UVScorpion_d
End
AliasConditionState = RUBBLE

; ---------- With missile
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileRack
WeaponFireFXBone = SECONDARY WeaponA01
WeaponLaunchBone = SECONDARY WeaponA01
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVScorpion_d
ShowSubObject = MissileRack
WeaponFireFXBone = SECONDARY WeaponA01
WeaponLaunchBone = SECONDARY WeaponA01
End

So how do I get the missile to dissapear while the tank is reloading the missile?

-Mishkin--The Russian Dude-

P.S. The reason I love Zero Hour mod-wise is that it gives you all the models not used in the game, or earlier versoins of the models.
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Old 01-22-2004, 03:35 AM   #3 (permalink)
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i think u should give the missile weapon u are using a reload time sice i got (almost) the same code and its working fine.
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Old 01-24-2004, 12:41 PM   #4 (permalink)
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But I am using the EXACTLY SAME missile, that a norma scorpion uses.

Mind postng ur piece of the code?
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Old 01-25-2004, 11:58 AM   #5 (permalink)
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why don''t u look in the code from pro:gen just look 4 the tarantula an than look at that code or copy it then u should get it working
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Old 01-25-2004, 01:44 PM   #6 (permalink)
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Ah, jeez!

Could you please post that piece of the code for me out of pro:gen.

I have 56k, and it would really take me a long, long time to download it....

I'l try though.

-Mishkin-
-The Russian Dude-
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Old 01-25-2004, 01:46 PM   #7 (permalink)
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oke here ya go because you ask so nicely

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY

DefaultConditionState
Model = UVScorpion
Turret = Turret01
HideSubObject = MissileRack Missile HouseColor02
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = UVScorpion_d
Turret = Turret01
HideSubObject = MissileRack Missile HouseColor02
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileRack Missile HouseColor02
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
WeaponHideShowBone = SECONDARY MISSILE
End

ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = UVScorpion_d
ShowSubObject = MissileRack Missile HouseColor02
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
WeaponHideShowBone = SECONDARY MISSILE
End

ConditionState = RUBBLE
Model = UVScorpion_d
End

TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0
End
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Old 01-25-2004, 03:41 PM   #8 (permalink)
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Ah, thank you The_Hunter.

My code didn't have the WeaponHideShowBone = SECONDARY MISSILE line.

Well, the normal scorpion doesn't have it...

Thanks again,
-Mishkin--The Russian Dude-
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Old 01-25-2004, 10:11 PM   #9 (permalink)
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Hey,

I got another problem with the same missile thing maybe you can help me with this one too.

You see, the Liberator Tank missile can fire on ground AND air targets. The ground is fine, he missile shoots out and then reloads with everything working fine. Heres the code that I got right now.

ProjectileBoneFeedbackEnabledSlots = SECONDARY; WeaponLaunchBone will be shown/hidden, not just used for firing offset

; ------------ Normal
DefaultConditionState
Model = UVScorpion
Turret = Turret01 ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks
; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack!
HideSubObject = MissileRack
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = UVScorpion_d
End
AliasConditionState = RUBBLE

; ---------- With missile
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileRack
WeaponFireFXBone = SECONDARY WeaponA01
WeaponLaunchBone = SECONDARY WeaponA01
WeaponFireFXBone = TERTIARY WeaponA01
WeaponLaunchBone = TERTIARY WeaponA01
WeaponHideShowBone = SECONDARY MISSILE
WeaponHideShowBone = TERTIARY MISSILE
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVScorpion_d
ShowSubObject = MissileRack
WeaponFireFXBone = SECONDARY WeaponA01
WeaponLaunchBone = SECONDARY WeaponA01
WeaponFireFXBone = TERTIARY WeaponA01
WeaponLaunchBone = TERTIARY WeaponA01
WeaponHideShowBone = SECONDARY MISSILE
WeaponHideShowBone = TERTIARY MISSILE
End

The anti air missile though fires good, but when it reloads the missiles is still there, that is not right, when the missile reloads I want that part of th emodel gone (well u know what I mean)

When I put

ProjectileBoneFeedbackEnabledSlots = SECONDARY TERTIARY

Thatdoesnt work, because then the aa missile fires good, but the problem then with the anti ground missile.

These 2 things dont seem to go together, what should I do?
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Old 01-26-2004, 06:53 AM   #10 (permalink)
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well used this model 4 my mod but i didn't made able to fire at air units so i don't know 4 sure if it works but u can also make the secondary so that it will be used against air & ground units at the same time maby that will solve ur problem :|
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