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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » make the technical gun only used by passage

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-06-2004, 09:25 PM   #1 (permalink)
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Default make the technical gun only used by passage

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?


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Old 06-06-2004, 10:25 PM   #2 (permalink)
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Default

This is pretty cool. The weapons are hidden when the unit is unloaded because the 20 cal, 50 cal, etc. are a part of UITech_SKN, so when you hide UITech_SKN, it will hide the weapons also. You could add a gun to the technical model that is hidden when infantry are loaded and visible when infantry aren't loaded.
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Old 06-06-2004, 10:44 PM   #3 (permalink)
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EvilTiki100, sorry for confusing you.
the mesh UITech-SKN is a object in the file UITech_SKN. the weapon objects in UITech_SKN are not the children of UITech-SKN.
it is just UITech-SKN that I have hidden, not UITech_SKN.
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Old 06-07-2004, 02:48 AM   #4 (permalink)
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Quote:
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 UITech-SKN
That would be why they are all hidden
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Old 06-07-2004, 05:30 AM   #5 (permalink)
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the orginal code is
Code:
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
I just add the UITech-SKN at the end of the line.
after 4 lines there are a code to show the right weapon.
Code:
ShowSubObject = 20Cal
on the other hand, the bracing pole has never been hidden but it also disappears when UITech-SKN is hidden.
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Old 06-07-2004, 05:42 AM   #6 (permalink)
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Quick question ...

How does it work with the AI? Skirmish against GLA ... will the AI utilize the passenger so the technicals are armed?

- Colton
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Old 06-08-2004, 07:26 AM   #7 (permalink)
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the easiest way is to give it a initial passenger.
the best way is to edit the scripts.
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Old 06-13-2004, 01:38 AM   #8 (permalink)
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Anyone could help with the model problem?
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