Make the technical gun only used by its passage not its crew
first, it is for ZH only.
since the most important code is
Code:
ArmedRidersUpgradeMyWeaponSet = Yes
it should be placed into Behavior TransportContain.
the next step is to change the default weaponset to none and add a PLAYER_UPGRADE weaponset.
Code:
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY TechnicalMachineGunWeapon
End
then add the condition PLAYER_UPGRADE to weaponset CRATEUPGRADE_ONE and CRATEUPGRADE_TWO.
in the art section, hide the subobject UITech-SKN in defaut and show it when weaponset upgraded. for example:
Code:
DefaultConditionState
Model = UITech_SKN
Turret = Dum-TurManMVR
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 UITech-SKN
;IdleAnimation = UITech_SKL.UITech_STA 0 6
;IdleAnimation = UITech_SKL.UITech_IDA
;IdleAnimation = UITech_SKL.UITech_IDB
;AnimationMode = ONCE
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = UITech-SKN
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
then add the condition WEAPONSET_PLAYER_UPGRADE to other states.
finish! enjoy it please.
problem:
when the object UITech-SKN is hidden, the weapon objects are hidden too. however, the weapon objects, such as 20Cal, 50Cal, RPG, are not linked to UITech-SKN in hierachical pivot structure. Why does it happen?
