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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, 07:19 PM   #1 (permalink)
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Default trouble with animation

I'm having trouble animating my gattling master (just a gattling tank I copied from the original with 2 more barrels at the sides linked to the turret). I know how to make keys in gmax and do simple animation, all I want is the other two barrels to rotate with the original center btw. And so I set the keys, a 360 degree rotation in 30 frames at 30 frames per second setting. But when I export it, and test it in game the 2 barrels doesn't rotate like in my gmax file.

What went wrong? Any steps in the process I missed? I just started modding a month ago so pls help me.
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Old 02-09-2004, 08:02 PM   #2 (permalink)
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You need to define the firing animations in INI file.
to rotate the turret, the following code is needed.
Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
...
Turret = Turret01
...
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 120 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End

to rotate the gattling barrels, the following is needed.
ConditionState = CONTINUOUS_FIRE_SLOW
Model = NVOvrlrd_G
Animation = NVOvrlrd_G.NVOvrlrd_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_MEAN
Model = NVOvrlrd_G
Animation = NVOvrlrd_G.NVOvrlrd_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST
Model = NVOvrlrd_G
Animation = NVOvrlrd_G.NVOvrlrd_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End
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Old 02-09-2004, 10:34 PM   #3 (permalink)
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the rotation of turrets is done by the generals engine itself. Just make sure that the barrels are linked in the turret, and that you declare the name of the turret as the turret in the ini files.
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Old 02-11-2004, 11:22 AM   #4 (permalink)
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Yes, the .ini file. But the problem is the gattling master now have 3 turrets (turretel01, 02, 03), is it possible in code to assign them all to "turret= " and make them all rotate?

And one more thing, I tried to make the " turret= " point to turretel02, the left one. What happened was that only the left barrel adust to a 45 degree angle inclination and the other two barrels remained as it was in the model, horizontally fixed.

I expected that to happen, but what I didn't expect is that the original middle turret, turretel01, which had its barrel fixed horizontally was still the rotating barrel. I thought that the left barrel, turretel02 will rotate since I assigned "turret= " to turretel02 but no. It only made the thing adjust to a 45 degree inclin just like how the middl barrel in the orig gattling tank only it is not rotating.
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Old 02-11-2004, 11:47 AM   #5 (permalink)
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Just use Turret = TURRETEL without any numbers.
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Old 02-11-2004, 02:18 PM   #6 (permalink)
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Yes, only the TurretEl. But when I did that it made all barrels fixed at horizontal position. I wonder what went wrong, I'm sure the barrel01-03 are linked to turretel01-03 respectively, and that all turretel are linked to turret01. But the barrels at the sides still won't rotate, only the middle barrel.
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