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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 03-07-2004, 03:27 AM   #11 (permalink)
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I have zero hour, but I havent re-installed it, and have only done minimal coding for it.I will start one day...but only when I need the extra modules etc.

I dont suppose there is anywhere I can get the code for that Generals Harrier?
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Old 03-07-2004, 03:35 AM   #12 (permalink)
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Erradicatro, so your saying just create an animated version of the F-14 model and use that during the Exhaust condition state, i never looked but that laucning period with echaust is its own condition state huh?
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Old 03-07-2004, 04:04 AM   #13 (permalink)
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Just animate for F-14 model. You only need one w3d file. In the JETEXHAUST condition state play the animation once and in the DefaultConditionState play the animation once backwards.
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Old 03-07-2004, 04:08 AM   #14 (permalink)
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sounds easy, gonna try it later, thanks for the info.
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Old 03-07-2004, 04:14 AM   #15 (permalink)
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No problem. It is easy Look at other units with animations for the actual code. Oh and keep the wing models seperate,but link them to the main body. And then link the wing tip bones to the wings so that the wing tip trail follows with the animation.
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Old 03-07-2004, 10:32 PM   #16 (permalink)
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OK Eradicator I seem to be forgeting somethin when trying to include that sweep wing animation, I looked at the SecondWave INI files concernig the Tornado, and added the same lines to my INI for the F-14 (its just a simple model replacement for the Aurora bomber tight now.
Heres my code.

Object AmericaJetAurora

; *** ART Parameters ***
SelectPortrait = SAAurora_L
ButtonImage = SAAurora

UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaCountermeasures
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = AVAurora
HideSubObject = BurnerFX03 BurnerFX04
; wings animation
;Animation = AVAurora_SWB.AVAurora_SWB
;AnimationMode = ONCE
;AnimationSpeedFactorRange = 1.0 1.0
WeaponLaunchBone = PRIMARY WeaponA
End

ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; wings animation
Animation = AVAurora_SWB.AVAurora_SWB
AnimationMode = ONCE_BACKWORDS
AnimationSpeedFactorRange = 1.0 1.0
End

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ShowSubObject = BurnerFX03 BurnerFX04
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
; wings animation
Animation = AVAurora_SWB.AVAurora_SWB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
End

the animation file is a Pure animation and the model files Geometry only versions.
right now the F-14 doesnt change at all.
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Old 03-08-2004, 12:10 AM   #17 (permalink)
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Just make one w3d file. It makes things much easier. Animation your model then export it as an animated hierarchical model. Here's the code:
Code:
DefaultConditionState 
  Model = AVAurora 
  HideSubObject = BurnerFX03 BurnerFX04 
  ; wings animation 
  Animation = AVAurora.AVAurora
  AnimationMode = ONCE_BACKWARDS
  AnimationSpeedFactorRange = 1.0 1.0 
  WeaponLaunchBone = PRIMARY WeaponA 
End 

ConditionState = JETEXHAUST 
  ; exhaust 
  ParticleSysBone = Wingtip01 JetContrail 
  ParticleSysBone = Wingtip02 JetContrail 
  ; wings animation 
  Animation = AVAurora.AVAurora
  AnimationMode = ONCE
  AnimationSpeedFactorRange = 1.0 1.0 
End 

ConditionState = JETEXHAUST JETAFTERBURNER 
  ; exhaust 
  ParticleSysBone = Wingtip01 JetContrail 
  ParticleSysBone = Wingtip02 JetContrail 
  ; afterburner 
  ShowSubObject = BurnerFX03 BurnerFX04 
  ParticleSysBone = Engine01 JetLenzflare 
  ParticleSysBone = Engine02 JetLenzflare 
End
You spelled backwards wrong and you had it in the wrong place. DefaultConditionState should play it once backwards to fold the wings back out when it lands. JETEXHAUST should play the animation once to fold the wings back when it takse off. JETEXHAUST JETAFTERBURNER doesn't need to be touched.
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Old 03-08-2004, 03:44 AM   #18 (permalink)
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I still having trouble, I switched the to only one Hiarachy Animated model, and mached my code to yours, but still no animation in game.
I dont have a clue why.
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Old 03-08-2004, 04:00 AM   #19 (permalink)
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Hmm... check for the more obvious mistakes like putting the w3d in the wrong directory or something because that should work. It could possibly be come kind of conflict with some aurora code, but I can't think of what that could possibly be. As a test use some model that you know has an animation working with it like the Nuke Cannon or something. That you can see if its the model or the code.
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Old 03-08-2004, 04:41 AM   #20 (permalink)
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ok, i think my Americaair.ini may be in th ewrong spot, right now its CnC Gne ZH\data\ini\, i was sure this was the right location.
the w3d is in th right place cause the f-14 shows up just no animation occurs.
maybe it would be a better idea to try it as a new unit addon. like th etornado was?
im gonna try that tommorrow
OH, what image servers do you recommend iv never used onw.
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