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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 02-28-2004, 10:26 AM   #31 (permalink)
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"WeaponLaunchBone = PRIMARY WeaponA" makes tha game crash, so that doesnt work...
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Old 02-28-2004, 10:30 AM   #32 (permalink)
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This line only tells the game that the missile itself is launched from a bone named WeaponA01 for example. Thus I would suggest you rename your actual missiles to MISSILE01 etc. and add this to the ConditionState:

WeaponHideShowBone = PRIMARY MISSILE01

It should work now, if not check your code.

cya HEXman
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Old 02-28-2004, 10:41 AM   #33 (permalink)
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Iv alreay done that (duh)
the missiles are now called WeaponA01 02, 03...
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Old 02-28-2004, 10:45 AM   #34 (permalink)
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I would suggest you get away from those names WeaponA01, I think you already use them for the bones.

List the bone's names and the missile's names please.

cya HEXman
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Old 02-28-2004, 11:22 AM   #35 (permalink)
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Ok, lets start over, ill make it like this again...

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Old 02-28-2004, 11:28 AM   #36 (permalink)
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Correct, now add this to your ini file

after the W3D draw module:

ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY

at the DefaultConditionState:

WeaponLaunchBone = PRIMARY Fire
WeaponHideShowBone = PRIMARY Missile01
WeaponLaunchBone = SECONDARY Fire2
WeaponHideShowBone = SECONDARY Missile02

With that code the game will launch the missile at this first bone named FireXX (replace XX with any number counting from 01 to whatever) and it will hide the object Missile01.

With that code the game will launch the missile at this first bone named Fire2XX (replace XX with any number counting from 01 to whatever) and it will hide the object Missile02.

Just try this it should work.

cya HEXman
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Old 02-28-2004, 12:17 PM   #37 (permalink)
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damn, the WeaponHideShowBone doesnt even work, something is really fucked up, but i know what... :|
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Old 02-28-2004, 03:20 PM   #38 (permalink)
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OK, I will paste the FULL art code I have for a working version of this.

Code:
; *** ART Parameters ***
  SelectPortrait         = SAPatriot_L
  ButtonImage            = SAPatriot
  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes
    ProjectileBoneFeedbackEnabledSlots = PRIMARY

    DefaultConditionState
      Model             = NBSamSite
      Turret            = TURRET
      TurretPitch       = TURRETEL
      WeaponLaunchBone  = PRIMARY   WeaponA
      WeaponFireFXBone  = PRIMARY   WeaponA
    End
    AliasConditionState = NIGHT
    
    ConditionState      = DAMAGED
      Model             = NBSamSite
    End
    AliasConditionState = DAMAGED NIGHT
    
    ConditionState      = REALLYDAMAGED RUBBLE
      Model             = NBSamSite
    End
    AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
    
    
    ConditionState      = SNOW
      Model             = NBSamSite
    End
    AliasConditionState = SNOW NIGHT
    
    ConditionState      = DAMAGED SNOW
      Model             = NBSamSite
    End
    AliasConditionState = SNOW NIGHT DAMAGED
    
    ConditionState      = REALLYDAMAGED RUBBLE SNOW
      Model             = NBSamSite
    End
    AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
That model has 6 missiles and they all hide/show properly I suspect the problem is with your model. Two solutions:

1. Hierarchically link the Missile01 sub-object to the Fire01 bone, Missile02 to the Fire 02 bone, etc. that should work.

2. If that doesn't work, then delete all your fireXX bones, and set all the missile sub-objects to be bones. Remember to change the names of the launch and FireFX bones in the code though.

Also, if you have a model which hides/ shows the bones according to the reload state, the weapon should not have an AutoReloadWhenIdle set as this causes wierd art problems (It still works, it just doesn't look right )
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Old 02-28-2004, 04:56 PM   #39 (permalink)
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omfg... I found the problem, my ART settings were ok, the bones were ok, THE F*CKING clip size was wrong, its was 0 and I changed it to 8, now its working fine (finally). The weird thing is, i didnt even saw the missile hide for 1 frame.
Anyway Its fixed now. Many thanks to everybody.

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Old 02-28-2004, 04:57 PM   #40 (permalink)
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hahahahahahahahahahahah :lol:

Glad to see you finally got it
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