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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 02-09-2004, 05:33 AM   #1 (permalink)
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Join Date: Jul 2003
Location: England
Posts: 153
Default Renegade Orca In Generals/ZH

Okay, i've had my first bit of success - I replaced the Comanche with the Orca (and did the same thing with the Crusader ---> M1A1)
But what i really wanna do is add them both as completly separate units...
I tried it with the Orca by copying the Comanche's code but the button won't appear (I'm sure everybody's heard this before)
Could someone please look through the code & find the errors?
P.S could someone make an icon for the Orca & M1A1?

Object AmericaVehicleOrca

; *** ART Parameters ***
SelectPortrait = SACCommanche_L
ButtonImage = SACCommanche

UpgradeCameo1 = Upgrade_ComancheRocketPods
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = AVOrca
HideSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVComanche_d
ShowSubObject = MissileUpgrade
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = RUBBLE
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVComanche_d
HideSubObject = AVComanche_Prop
End

OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Orca
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 650
Prerequisites
Object = AmericaAirfield
End

WeaponSet
Conditions = None
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY NONE
End
WeaponSet
Conditions = PLAYER_UPGRADE
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY ComancheRocketPodWeapon
AutoChooseSources = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = ComancheArmor
DamageFX = None
End
BuildCost = 1600
BuildTime = 25 ; in seconds
ExperienceValue = 50 50 100 200 ; Experience point value at each level
ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CommandSet = AmericaVehicleOrcaCommandSet

; *** AUDIO Parameters ***
VoiceSelect = ComancheVoiceSelect
VoiceMove = ComancheVoiceMove
VoiceGuard = ComancheVoiceMove
VoiceAttack = ComancheVoiceAttack
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
SoundDie = ComancheVoiceFalling
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ComancheVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceGarrison = ComancheVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
VoiceFireRocketPods = ComancheVoiceAttackRocket
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD

Behavior = WeaponSetUpgrade ModuleTag_02
TriggeredBy = Upgrade_ComancheRocketPods
End
Behavior = ExperienceScalarUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Body = ActiveBody ModuleTag_04
MaxHealth = 260.0
InitialHealth = 260.0
End

Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End

Behavior = JetAIUpdate ModuleTag_06
MinHeight = 5
NeedsRunway = No
KeepsParkingSpaceWhenAirborne = No
AutoAcquireEnemiesWhenIdle = Yes
; note that comanches do not return to base when idle

; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End

End
Locomotor = SET_NORMAL ComancheLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

Behavior = PhysicsBehavior ModuleTag_07
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_08
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
; Most things that eject pilots do so immediately upon death,
; via use of EjectPilotDie, but Helicopters are a special case...
; they need to do so after their blades are ejected.
OCLEjectPilot = OCL_EjectPilotViaParachute
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 1500
FinalRubbleObject = ComancheRubbleHull
End

Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 3.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object CINE_USA08_AmericaVehicleOrca

; *** ART Parameters ***
SelectPortrait = SACCommanche_L
ButtonImage = SACCommanche

UpgradeCameo1 = Upgrade_ComancheRocketPods
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = AVOrca
HideSubObject = MissileUpgrade
HideSubObject = TurretFX01
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVComanche_d
ShowSubObject = MissileUpgrade
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = RUBBLE
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVComanche_d
HideSubObject = AVComanche_Prop
End

OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Orca
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 500.0
ShroudClearingRange = 650
Prerequisites
Object = AmericaAirfield
End

WeaponSet
Conditions = None
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY NONE
End
WeaponSet
Conditions = PLAYER_UPGRADE
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY ComancheRocketPodWeapon
AutoChooseSources = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = ComancheArmor
DamageFX = None
End
BuildCost = 1600
BuildTime = 25 ; in seconds
ExperienceValue = 50 50 100 200 ; Experience point value at each level
ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CommandSet = AmericaVehicleOrcaCommandSet

; *** AUDIO Parameters ***
VoiceSelect = ComancheVoiceSelect
VoiceMove = ComancheVoiceMove
VoiceGuard = ComancheVoiceMove
VoiceAttack = ComancheVoiceAttack
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
SoundDie = ComancheVoiceFalling
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ComancheVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceGarrison = ComancheVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
VoiceFireRocketPods = ComancheVoiceAttackRocket
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD

Behavior = WeaponSetUpgrade ModuleTag_02
TriggeredBy = Upgrade_ComancheRocketPods
End
Behavior = ExperienceScalarUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Body = ActiveBody ModuleTag_04
MaxHealth = 260.0
InitialHealth = 260.0
End

Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End

Behavior = JetAIUpdate ModuleTag_06
MinHeight = 5
NeedsRunway = No
KeepsParkingSpaceWhenAirborne = No
AutoAcquireEnemiesWhenIdle = Yes
; note that comanches do not return to base when idle

; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End

End
Locomotor = SET_NORMAL CINE_USA08_ComancheLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

Behavior = PhysicsBehavior ModuleTag_07
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_08
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
; Most things that eject pilots do so immediately upon death,
; via use of EjectPilotDie, but Helicopters are a special case...
; they need to do so after their blades are ejected.
OCLEjectPilot = OCL_EjectPilotViaParachute
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 1500
FinalRubbleObject = ComancheRubbleHull
End

Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 3.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object ComancheBlades

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVComanche_D2
Animation = AVComanche_D2.AVComanche_D2
AnimationMode = LOOP
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Comanche
Side = America

; *** ENGINEERING Parameters ***
KindOf = PRELOAD IMMOBILE

Behavior = PhysicsBehavior ModuleTag_02
AllowBouncing = Yes
End
Behavior = LifetimeUpdate ModuleTag_03
MinLifetime = 1000 ; min lifetime in msec
MaxLifetime = 1000 ; max lifetime in msec
End

End

;------------------------------------------------------------------------------
Object ComancheRubbleHull

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVComanche_D1
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:ComancheHull
Side = America

; *** ENGINEERING Parameters ***
KindOf = IMMOBILE NO_COLLIDE HULK

Behavior = PhysicsBehavior ModuleTag_02
Mass = 25.0
AllowBouncing = Yes
End

Behavior = LifetimeUpdate ModuleTag_03
MinLifetime = 3000 ; min lifetime in msec
MaxLifetime = 3000 ; max lifetime in msec
End

Behavior = SlowDeathBehavior ModuleTag_05
SinkDelay = 3000
SinkRate = 4 ; in Dist/Sec
DestructionDelay = 10000
End


End

;------------------------------------------------------------------------------
Object CINE_ComancheRubbleHull

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVComanche_D1
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:ComancheHull
Side = America

; *** ENGINEERING Parameters ***
KindOf = IMMOBILE

Behavior = PhysicsBehavior ModuleTag_02
Mass = 25.0
AllowBouncing = Yes
End

End


;------------------------------------------------------------------------------



USA AIRFIELD COMMANDSET STUFF:

CommandSet AmericaAirfieldCommandSet
1 = Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = Command_ConstructAmericaJetAurora
4 = Command_ConstructAmericaJetStealthFighter
5 = Command_ConstructAmericaVehicleOrca
7 = Command_UpgradeComancheRocketPods
8 = Command_UpgradeAmericaLaserMissiles
11 = Command_SetRallyPoint
12 = Command_Sell
End



COMMAND BUTTON FOR ORCA:
CommandButton Command_ConstructAmericaVehicleOrca
Command = UNIT_BUILD
Object = AmericaVehicleOrca
TextLabel = CONTROLBAR:ConstructAmericaVehicleOrca
ButtonImage = SACCommanche
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildOrca
End
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Old 02-09-2004, 11:38 AM   #2 (permalink)
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Could someone help please? i'd like to be able to mod this game but if I can't recognise such simple errors i've no doubt overlooked then I may as well give up now...
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Old 02-09-2004, 11:41 AM   #3 (permalink)
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are you sure you added them to the right general's air field (if this is ZH)?

Can't really think of anything else
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Old 02-09-2004, 11:45 AM   #4 (permalink)
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Yeah, i just copied the code for all the Comanche sections and besides a few misc changes (i.e unit health) I only changed the title of each section to AVOrca.
I loaded Generals up on its own and nothing changed - yet when i just added model in a new BIG (before i changed the name from AVComanche to AVOrca) file it replaced the Comanche model with the Renegade Orca no probs...
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Old 02-09-2004, 01:34 PM   #5 (permalink)
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C'mon everyone I really need help here!
Could someone try & find out why the code isn't working?
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Old 02-09-2004, 01:49 PM   #6 (permalink)
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What happens exactly?

Your Orca just doesn't show up?

Is there any error message?
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Old 02-09-2004, 02:28 PM   #7 (permalink)
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It doesn't show up at all, no errors occur and no build icon appears at the airfield, try using the code i sent in the 1st post and see if you can correct find the problem...
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Old 02-09-2004, 03:36 PM   #8 (permalink)
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Code:
DefaultConditionState 
Model = AVOrca 
HideSubObject = MissileUpgrade 
;Animation = AVComanche.AVComanche 
;AnimationMode = LOOP 
WeaponMuzzleFlash = PRIMARY TurretFX 
WeaponFireFXBone = PRIMARY Muzzle 
WeaponFireFXBone = SECONDARY Muzzle 
WeaponLaunchBone = SECONDARY Muzzle 
End
Remove the AVComanche animations and the AnimationMode line.

Check whether you really use the right building to create the Orca.

Do you use Zero Hour, if so make sure you select the correct faction when you start your game.

If there would be a real problem the game would crash.

Final hint to check for errors open up WorldBuilder, it will most likely tell you where there are errors.

cya, HEXman
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Old 02-09-2004, 04:10 PM   #9 (permalink)
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Did you add the command button to the airfield?
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Old 02-09-2004, 04:56 PM   #10 (permalink)
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Thanks 2312222, I'll try all that now
and yeah Cpl_Facehugger I did make sure to add the command button to the airfield, but this time around i'm gonna double check everything...
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