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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 07-02-2004, 11:46 AM   #1 (permalink)
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Default Animations triggered when Target initiated

I'm coding in the animations for the X-wing, and the animations are done-- basically the Star Wars X-wing has neat things called "S-foils"-- when s-foils are off, the X-wing's wings are closed. With them closed, the X-wing can move faster but cannot engage in combat. They remain closed when the X-wing is at the airfield. When the X-wing engages in combat, the s-foils turn on and the wings open, lowering the speed of the x-wing, but the x-wing can now engage in combat.

The animations for the opening and closing of the wings are complete-- all I have to do is impliment it into the code. Ideally:
1. Wings remain closed at airfield
2. If X-wing is told to engage in combat while already taken off, the wings open and the speed decreases
3. If X-wing is told to engage enemy while still on airfield, wings remain closed until takeoff is complete
4. When X-wing is told to move somewhere after combat, the wings close and the x-wing speeds up
5. When the X-wing is told to go back to the airfield or automatically is told to go back to the airfield, the wings close if they are not, and the x-wing is in its faster-moving state.

How close to this can we get? How can I achieve this?

Thanks for your help.
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Old 07-02-2004, 12:06 PM   #2 (permalink)
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Have you taken a look at the code for the Aurora Bomber? The key may be in the Super-sonic attack it has
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Old 07-02-2004, 12:22 PM   #3 (permalink)
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thats half the problem solved, the aurora will give you a switchable locomotor while attacking.However the animation would be handled by the conditionstate for attacking with the corresponding weapon slot.

Have a look at infantry conditionstates.
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Old 07-02-2004, 04:25 PM   #4 (permalink)
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You try with the following ConditionStates for the attacking position

ATTACKING
or
PREATTACK_x ( with x = A B or C)

for all other conditionstates you define it with the closed wings

for the locomotor, you have a closer look at the aurora locomotor change
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Old 07-02-2004, 06:12 PM   #5 (permalink)
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I put this in and had no luck at all:

Code:
    ConditionState  = PREATTACK_A
      Animation     = RVXWing_Opening
      AnimationMode = ONCE
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ParticleSysBone     = Wingtip03 JetContrail
      ParticleSysBone     = Wingtip04 JetContrail
    End

    ConditionState  = FIRING_A
      Animation     = RVXWing_Open
      AnimationMode = LOOP
      TransitionKey = TRANS_FIRING_A
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ParticleSysBone     = Wingtip03 JetContrail
      ParticleSysBone     = Wingtip04 JetContrail
    End

    TransitionState = FIRING_A TRANS_STAND
      Animation     = RVXWing_Closing
      AnimationMode = ONCE
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ParticleSysBone     = Wingtip03 JetContrail
      ParticleSysBone     = Wingtip04 JetContrail
    End
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Old 07-02-2004, 10:47 PM   #6 (permalink)
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NEO, for the x-wing, you only need one animated model, and one conditionstate for attacking.

Code:
    DefaultConditionState
      Model               =  RVXWing_Opening
      Animation         = RVXWing_Opening.RVXWing_Opening
      AnimationMode = Once_Backwards
    End

    ConditionState        = ATTACKING
      Model               =  RVXWing_Opening
      Animation         = RVXWing_Opening.RVXWing_Opening
      AnimationMode = Once
    End
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Old 07-02-2004, 11:30 PM   #7 (permalink)
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yeh, you should use the attacking state for the animation.
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Old 07-03-2004, 12:39 PM   #8 (permalink)
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Wait... now I'm confused. How do I impliment that into all of this stuff?:

Code:
  Draw                   = W3DModelDraw ModuleTag_01
 
    DefaultConditionState
      Model               = RVXWing
      HideSubObject       = BurnerFX01 BurnerFX02 BurnerFx03 BurnerFx04
      WeaponLaunchBone = PRIMARY WEAPONA
    End

    ConditionState        = JETEXHAUST
      ShowSubObject       = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ParticleSysBone     = Wingtip03 JetContrail
      ParticleSysBone     = Wingtip04 JetContrail
      WeaponLaunchBone = PRIMARY WEAPONA
    End

    ConditionState        = JETEXHAUST JETAFTERBURNER
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ParticleSysBone     = Wingtip03 JetContrail
      ParticleSysBone     = Wingtip04 JetContrail
      ; afterburner
      ShowSubObject       = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
      ParticleSysBone     = Engine03 JetLenzflare
      ParticleSysBone     = Engine04 JetLenzflare
      WeaponLaunchBone = PRIMARY WEAPONA
    End

    ConditionState        = DAMAGED
      Model               = RVXWing_d
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      WeaponLaunchBone = PRIMARY WEAPONA
    End
    
    ConditionState        = DAMAGED JETEXHAUST
      Model               = RVXWing_d
      ShowSubObject       = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ParticleSysBone     = Wingtip03 JetContrail
      ParticleSysBone     = Wingtip04 JetContrail
      WeaponLaunchBone = PRIMARY WEAPONA
    End

    ConditionState        = DAMAGED JETEXHAUST JETAFTERBURNER
      Model               = RVXWing_d
      ShowSubObject       = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ; afterburner
      ShowSubObject       = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
      ParticleSysBone     = Engine03 JetLenzflare
      ParticleSysBone     = Engine04 JetLenzflare
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ParticleSysBone     = Wingtip03 JetContrail
      ParticleSysBone     = Wingtip04 JetContrail
      WeaponLaunchBone = PRIMARY WEAPONA
    End

    ConditionState        = REALLYDAMAGED
      Model               = RVXWing_d2
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ParticleSysBone     = Engine04 JetEngineDamagedSmoke
      ParticleSysBone     = Smoke02 JetSmoke
      WeaponLaunchBone = PRIMARY WEAPONA
    End
    
    ConditionState        = REALLYDAMAGED JETEXHAUST
      Model               = RVXWing_d2
      ShowSubObject       = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ParticleSysBone     = Engine04 JetEngineDamagedSmoke
      ParticleSysBone     = Smoke02 JetSmoke
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ParticleSysBone     = Wingtip03 JetContrail
      ParticleSysBone     = Wingtip04 JetContrail
      WeaponLaunchBone = PRIMARY WEAPONA
    End

    ConditionState        = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
      Model               = RVXWing_d2
      ShowSubObject       = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ParticleSysBone     = Engine04 JetEngineDamagedSmoke
      ParticleSysBone     = Smoke02 JetSmoke
      ; afterburner
      ShowSubObject       = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
      ParticleSysBone     = Engine03 JetLenzflare
      ParticleSysBone     = Engine04 JetLenzflare
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ParticleSysBone     = Wingtip03 JetContrail
      ParticleSysBone     = Wingtip04 JetContrail
      WeaponLaunchBone = PRIMARY WEAPONA
    End

    ConditionState        = RUBBLE
      Model               = RVXWing_r
      HideSubObject       = None 
      ShowSubObject       = OBJECT01
    End


    OkToChangeModelColor = Yes

  End
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Old 07-03-2004, 01:15 PM   #9 (permalink)
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I have it working, grab me on IM if you want it
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