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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-27-2004, 06:14 AM
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#11 (permalink)
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Junior Member
Join Date: Apr 2003
Location: Holland
Posts: 0
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I hope this makes it a bit more clear
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02-27-2004, 08:06 AM
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#12 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Nice model.
Reminds me of a Russian sam, but dunno which one...
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02-27-2004, 08:07 AM
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#13 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Quote:
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Originally Posted by Pestilence
you cant name sub-objects
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:wtf: What about things like TURRETEL and MUZZLEFX then?
Quote:
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Originally Posted by Pestilence
or ImmoMan, maybe what you meant by sub-object you really meant child-object?
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What's in a name... 
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02-27-2004, 08:14 AM
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#14 (permalink)
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Junior Member
Join Date: Apr 2003
Location: Holland
Posts: 0
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of course you can name subjects
EDIT:
You'v got the idea...

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02-27-2004, 10:36 AM
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#15 (permalink)
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Senior Member
Join Date: Mar 2003
Location: USA
Posts: 452
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not sure, but if youre going to use the scud storm's way of doing it, then i think you might need to take the missiles off the model itself, and have them spawn as seperate objects in generals. Either through the scud storm logic, or something else.
Not sure, but it's worht a try
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02-27-2004, 11:00 AM
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#16 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
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Nice work try to use some ini's from the tomahawk and bones from the tomahawk for the model that will work 
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02-27-2004, 11:18 AM
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#17 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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From recollection the scud storm is a simple fire weapon command.I had my mech fire his 6 missles via command button and regular attacking.The missles are indeed part of the model.
Ill try to get it working again if you have no luck.
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02-27-2004, 11:23 AM
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#18 (permalink)
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Junior Member
Join Date: Apr 2003
Location: Holland
Posts: 0
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Quote:
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Originally Posted by guyee
not sure, but if youre going to use the scud storm's way of doing it, then i think you might need to take the missiles off the model itself, and have them spawn as seperate objects in generals. Either through the scud storm logic, or something else.
Not sure, but it's worht a try
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Good point, ill try that
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02-27-2004, 11:38 AM
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#19 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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If you are doing it the way you showed in the picture, then link the (for example) Missile02 sub-object to the Missile02 bone in RenX (or whatever program you use) If this doen't work, make the Missile02 sub-object a bone and it should work then.
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02-27-2004, 02:04 PM
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#20 (permalink)
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Junior Member
Join Date: Apr 2003
Location: Holland
Posts: 0
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; *** ART Parameters ***
SelectPortrait = SNGatTower_L
ButtonImage = SNGatTower
UpgradeCameo1 = Upgrade_ChinaChainGuns
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY
DefaultConditionState
Model = ChinaDef
Turret = TURRET01
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08
WeaponLaunchBone = PRIMARY WeaponA
;WeaponFireFXBone = PRIMARY WeaponA
End
ConditionState = ATTACKING
Model = ChinaDef
WeaponLaunchBone = PRIMARY WeaponA
;WeaponFireFXBone = PRIMARY WeaponA
End
Now I have this code, looks ok to me but it still doesn't work...
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