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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 02-27-2004, 02:15 PM   #21 (permalink)
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Quote:
DefaultConditionState
Model = ChinaDef
Turret = TURRET01
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08
WeaponLaunchBone = PRIMARY WeaponA
;WeaponFireFXBone = PRIMARY WeaponA
End
You have to use this "WeaponHideShowBone = PRIMARY WeaponA01" to get it to work. As I said in my previous post you can only control three missiles with that.

cya HEXman
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Old 02-27-2004, 02:25 PM   #22 (permalink)
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"ProjectileBoneFeedbackEnabledSlots = PRIMARY" should do it, but its still not working, I dont understand :/
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Old 02-27-2004, 03:33 PM   #23 (permalink)
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Have you linked the missile objects to their respective bones?
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Old 02-27-2004, 09:50 PM   #24 (permalink)
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Quote:
Originally Posted by TRonX
ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08
It is NOT needed indeed.
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Old 02-27-2004, 09:59 PM   #25 (permalink)
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That line may be causing it to always show the sub objects instead of making them disapear when they are fired. I've done this for a catapult boulder in the Kings mod using the method 2132222 mentioned, but that only works with 1 sub object per weapon.
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Old 02-27-2004, 10:28 PM   #26 (permalink)
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Quote:
Originally Posted by Eradicator
but that only works with 1 sub object per weapon.
I have make a similar model with 2 missiles and it works indeed. the missiles on the launcher will disappear while firing and recur after reloaded.
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Old 02-28-2004, 12:23 AM   #27 (permalink)
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Maybe after, after you guys get it all fugured out how to make it work for more than 2 missiles, one of you guys can post a complete tutorial about it. I would be really interested to see how exactly your doin it, I only understand parts, mainly the modelling part and would definatly like to learn about the INI editing parts, I would Appreciate it very much!!!
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Old 02-28-2004, 04:01 AM   #28 (permalink)
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1. ProjectileBoneFeedbackEnabledSlots = PRIMARY
2. In DefaultConditionState, WeaponLaunchBone = PRIMARY WeaponA
3. In the model, name the missiles as WeaponA01, WeaponA02... or their childs.
That is all. so simple and plain.
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Old 02-28-2004, 07:55 AM   #29 (permalink)
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Thats what i currently have, but its not working
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Old 02-28-2004, 09:11 AM   #30 (permalink)
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Quote:
1. ProjectileBoneFeedbackEnabledSlots = PRIMARY
2. In DefaultConditionState, WeaponLaunchBone = PRIMARY WeaponA
3. In the model, name the missiles as WeaponA01, WeaponA02... or their childs.
That is all. so simple and plain.
1. ProjectileBoneFeedbackEnabledSlots = PRIMARY
2. In DefaultConditionState, WeaponLaunchBone = PRIMARY WeaponA AND WeaponHideShowBone = PRIMARY WeaponA01
3. In the model, name the missile as WeaponA01

As I said before this way you correctly hide one rocket and only one. It is not possible to hide more than one projectile per weapon. That means a maximum of 3 since you can control PRIMARY, SECONDARY, TERTIARY weapons. Not one single more.

cya HEXman
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