 |
Forum Info
|
 |
Forum Members: 18,537
Total Threads: 8,626
Posts: 94,207
Administrators:
DeeZire, Redemption
There are currently 105 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-26-2004, 06:33 AM
|
#1 (permalink)
|
|
Junior Member
Join Date: Apr 2003
Location: Holland
Posts: 0
|
Missiles (Please help me)
I have a problem with the missiles, I want to make the missiles fly away missile by missile, but the missiles just keep on the model.
I'v called the missiled Missile01, Missile02 and so on, the missile spawnbones work fine, they spawn and fly away but the missiles on the model itself just keep on the model.
I'v tryed to copy code from the Tomahawk but its works only for one missile.
I also tryed to copy code from the A10 (It loses its bombs after attack) but that didnt work either.
Does anyone know how to make it working?
Thx, T-RonX (sorry for my bad english)

|
|
|
02-26-2004, 06:58 AM
|
#2 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 1,087
|
Yeah Ive done it before, but I only have the model not the ini files.
I got the code reference I needed from the Scud Storm, it fires multiple missiles.
|
|
|
02-26-2004, 07:01 AM
|
#3 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
|
You want to show / hide those missiles that are either there or fired. You copied the code of the tomahawk, that is a good start.
But the problem is that you can only control a maximum of 3 missiles with that. You would set three missiles as the PRIMARY, SECONDARY and TERTIARY weapon and use the HideShow logic.
Your problem is that you have 8 missiles so it's impossible to hide and show them all correclty.
The A10 code does not work since it works as a superweapon and thus can not just be combined with a normal object.
I would suggest you create a box around your missiles and just let them pop out of it.
btw, nice model and skin
cya HEXman
edit: I just saw the Scud Storm idea, this is also a superweapon but maybe is worth a try, good luck.
|
|
|
02-26-2004, 07:03 AM
|
#4 (permalink)
|
|
Junior Member
Join Date: Apr 2003
Location: Holland
Posts: 0
|
OMG, I forgot about the Scud Storm, I will try it (but not right now)
Thx
@ 2312222: I'm not ganna make a box around the missiles, the whole idea of the model is gone that way, but ill try the scud storm, thx anyway 
|
|
|
02-26-2004, 11:52 AM
|
#5 (permalink)
|
|
Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
|
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY
DefaultConditionState
Model = NBSamSite
Turret = TURRET
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
End
Is what you require. All your weapon bones for that weapon need to have the same name though, eg. in this case: WeaponA01, WeaponA02, etc.
|
|
|
02-26-2004, 03:13 PM
|
#6 (permalink)
|
|
Senior Member
Join Date: Mar 2003
Location: CANADA
Posts: 275
|
Quote:
|
Originally Posted by DJRowley
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY
|
You son of a.....
I've been looking for that for so long!!!
THANKS!!!! 
|
|
|
02-26-2004, 07:27 PM
|
#7 (permalink)
|
|
Senior Member
Join Date: Jan 2004
Posts: 224
|
? for TronX, im tryin to understand how terrets work also, Im wondering if you made each missile a seperate object and named them as bones, or if you used seperate objects as bones colocated with each missile.
And if you used the latter, do you know how the model would react ingame if you switched to naming each missile as a bone.
|
|
|
02-26-2004, 08:18 PM
|
#8 (permalink)
|
|
Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
|
I think he used sub-objects, not bones. Bones are just loose points in the model, while these are actual model parts.
|
|
|
02-26-2004, 09:52 PM
|
#9 (permalink)
|
|
Senior Member
Join Date: Jan 2004
Posts: 224
|
Thats not what im talking about ImmoMan, you cant name sub-objects, but you can make the missiles seperate objects in the scene, and give them seperate names,
what im wondering is maybe if you use this method, would that permit the missiles to actually move and disappear when fired, but i guess not, cause naming the seperate missiles as the bones would still just tell the game where to create the fired missile and move it from there, but thte bone or modeled missile would still remain,
Am i right ?
or ImmoMan, maybe what you meant by sub-object you really meant child-object?
|
|
|
02-26-2004, 11:03 PM
|
#10 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 1,087
|
When I made it I made the missiles bones.Other things like muzzle flashes and rocket flares are bones+geometry.
The bone dissapears and the projectile object is created at the muzzle bone.
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 06:34 AM.
|