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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 09-19-2004, 12:19 PM   #1 (permalink)
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Default Firing Animation

Right ... I have modified the Nuke Cannon with a new model and a few changes. I have added animations for Moving, Packing and Unpacking; however, there doesn't seem to be a firing ConditionState to change the animation.

The nearest I have found was a TransitionKey FIRING_A and an AliasConditionState DEPLOYED FIRING_A. If I try and make a TransitionState or ConditionState for either of these, the game will crash out.

What's the problem?
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Old 09-19-2004, 01:10 PM   #2 (permalink)
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Thats because there isn't a need for a firing state for most vehicles, you only need the state for a firing animation like a gattling cannon or a soldier firing a gun. With most vehicles it's just a recoil of the main gun if there's even movement at all.

Anyways the Nuke Cannon has a Deployed state which is referenced in the AIUpdate module.

TurretsFunctionOnlyWhenDeployed = Yes

There's some other stuff but basicly it says not to use the turret unless deployed.
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Old 09-19-2004, 01:27 PM   #3 (permalink)
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So if the turret is boned correctly then it should pull back when fired?
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Old 09-19-2004, 03:06 PM   #4 (permalink)
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[imgl:e31120c7c3]http://tgtw.againstme.de/155ingame.jpg[/imgl:e31120c7c3]
[imgl:e31120c7c3]http://tgtw.againstme.de/ingame150mm.jpg[/imgl:e31120c7c3]
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Old 09-19-2004, 03:21 PM   #5 (permalink)
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Either that's Uruk-Hai showing off his cool arty piece or that's a yes.

Anyways yes & define your recoil bone in your default condition state.

WeaponRecoilBone = PRIMARY Barrel
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Old 09-20-2004, 05:04 AM   #6 (permalink)
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The arty piece is the one I'm trying to animate properly

And that is defined ... so I wonder if its boned properly (I don't worry about models or know a great deal about them )
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Old 09-20-2004, 11:31 AM   #7 (permalink)
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it has all the inferno cannon bones
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Old 09-20-2004, 01:18 PM   #8 (permalink)
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trex could you tell us where the bone actually goes on the model? The code is fine; I think it's the model bones or something.

<slaps self on head> Christ I'm stupid. There is no default recoil on the barrel of the Nuke Cannon D:! Can't one be added?

And attaching the model to the Inferno (which DOES recoil the barrel) also doesn't work
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