logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,643
Total Threads: 8,744
Posts: 95,520

Administrators:
DeeZire, Redemption

There are currently 16 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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

Reply
 
LinkBack Thread Tools
Old 06-27-2004, 09:10 PM   #1 (permalink)
Senior Member
 
Join Date: Sep 2003
Posts: 168
Default Dirt Spray-- How do I get rid of it?

See the dirt spray here:


What is it, and how do I get rid of it?
NEONecd888 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-27-2004, 09:21 PM   #2 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default

Holy sh it that looks like R5-D4!!!!

Tread FX= buggie dirt spray. Not exact wording but you get the hint! It's used all over the place.
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-27-2004, 09:25 PM   #3 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

thats probably becasue it is(I dont really know but =P)

NEO you could of asked me before you logged off

It looks like the particle system dust trails, which would be located in the units Object ini entry, somewhere in the art section.
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-27-2004, 09:33 PM   #4 (permalink)
Senior Member
 
Join Date: Sep 2003
Posts: 168
Default

Problem is, I've looked everywhere and i can't find it.

Code:
;------------------------------------------------------------------------------
Object RebelsR5

  ; *** ART Parameters ***
  SelectPortrait         = SACLeopard_L
  ButtonImage            = SACLeopard
  
  Draw = W3DTankDraw ModuleTag_01
    DefaultConditionState
      Model               = RVr5
    End
    ConditionState       = REALLYDAMAGED
      Model              = RVr5
    End
    ConditionState       = RUBBLE
      Model              = RVr5
    End

    OkToChangeModelColor = Yes

  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Crusader
  Side                   = America
  EditorSorting          = VEHICLE
  TransportSlotCount     = 3
  ArmorSet
    Conditions           = None
    Armor                = TankArmor
    DamageFX             = AstromechDamageFX
  End

  BuildCost              = 200
  BuildTime              = 4.0          ;in seconds    
  VisionRange            = 60
  ShroudClearingRange = 300
  ExperienceValue        = 100 100 200 400 ;Experience point value at each level
  ExperienceRequired     = 0 200 300 600 ;Experience points needed to gain each level
  IsTrainable            = Yes  ;Can gain experience
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet             = RebelsR5CommandSet  

  ; *** AUDIO Parameters ***
  VoiceSelect           = R5VoiceSelect
  VoiceMove             = R5VoiceMove
  VoiceGuard            = R5VoiceMove
  VoiceTaskComplete   = R5VoiceBuildComplete
  SoundMoveStart = AstromechMoveStart
  SoundMoveStartDamaged = AstromechMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceNoBuild          = R5VoiceBuildNot
    VoiceRepair           = R5VoiceRepair
    VoiceCreate         = R5VoiceCreate
    VoiceEnter             = R5VoiceMove
    VoiceBuildResponse    = R5VoiceBuild
    VoiceEnter            = R5VoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority          = UNIT
  KindOf                 = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
  
  Body                   = ActiveBody ModuleTag_02
    MaxHealth       = 480
    InitialHealth   = 480

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 960
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = DozerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond = 2%    ; % of max health to repair each second
    BoredTime                    = 5000  ; in milliseconds
    BoredRange                   = 150   ; when bored, we look this far away to do something
    ; the only "enemies" that workers can acquire are mines, to be disarmed...
    AutoAcquireEnemiesWhenIdle   = Yes
  End
  Locomotor            = SET_NORMAL AstromechLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass                 = 50.0
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier  = 50
    DestructionDelay  = 2000
    DestructionDelayVariance  = 300
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_GenericTankDeathEffect  
    FX  = FINAL    FX_GenericTankDeathExplosion
  End

  ;Behavior                 = TransitionDamageFX ModuleTag_12
    ;ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ;ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  ;End

  Behavior = DestroyDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_14
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateObjectDie ModuleTag_15
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End

  Behavior                    = CreateCrateDie ModuleTag_CratesChange
   CrateData             = SalvageCrateData
   ;CrateData             = EliteTankCrateData
   ;CrateData             = HeroicTankCrateData
  End

;  Behavior = MaxHealthUpgrade ModuleTag_18
;    TriggeredBy   = Upgrade_AmericaCompositeArmor
 ;   AddMaxHealth  = 100.0
 ;   ChangeType    = ADD_CURRENT_HEALTH_TOO   ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
;  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry               = BOX
  GeometryMajorRadius    = 10.0
  GeometryMinorRadius    = 5.0
  GeometryHeight         = 5.0      
  GeometryIsSmall        = Yes    
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
NEONecd888 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-27-2004, 09:37 PM   #5 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Canada
Posts: 400
Default

I'm no ini expert, but if I'm not mistaken the W3DTankDraw module might be the cause of the particle trail.
Proclone is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-27-2004, 09:40 PM   #6 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

Yes, thats it Proclone. If you use TruckDraw or TankDraw they automatically attach certain fx like dust particles and track decals. They will emit themselves from a bone if found in the model. If not they emit themselves from predetermined positions or the origin of the unit. Use ModelDraw instead and you shouldn't have any of those default effects.
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2004, 10:04 AM   #7 (permalink)
Senior Member
 
Join Date: Sep 2003
Posts: 168
Default

Awesome, thanks guys.
NEONecd888 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Building immune to toxin spray? Colton Generals & Zero Hour Editing 8 01-31-2005 12:12 PM


All times are GMT -4. The time now is 12:54 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.