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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 09-30-2004, 06:33 PM   #1 (permalink)
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Join Date: Sep 2003
Posts: 168
Default Hover Dozer Building Animations

This is for Star Wars: Imperial Assault--

IVcons is a 540 framed animation of the imperial construction droid building. It uses a hover locomotor. When it builds, it doesn't play the animation-- sometimes it'll just go like one frame forward and get stuck there... it's very strange. Anything wrong with the code? It seems to look alright to me...

Code:
;------------------------------------------------------------------------------
Object ImperialsVehicleConstructionDroid

  ; *** ART Parameters ***
  SelectPortrait         = SNDozer_L
  ButtonImage            = SNDozer
  
  ;UpgradeCameo1 = NONE
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  Draw                      = W3DModelDraw ModuleTag_01

    OkToChangeModelColor    = Yes

    DefaultConditionState
      Model                 = IVCons
      WaitForStateToFinishIfPossible = TRANS_DIGGING
    End

    ConditionState = PREATTACK_A 
      Animation         = IVCons.IVCons
      AnimationMode     = ONCE
      TransitionKey     = TRANS_DIGGING
    End

    ConditionState          = REALLYDAMAGED RUBBLE
      Model                 = IVCons
      WaitForStateToFinishIfPossible = TRANS_DIGGING
    End

    ConditionState = PREATTACK_A  REALLYDAMAGED
      Animation         = IVCons.IVCons
      AnimationMode     = ONCE
      TransitionKey     = TRANS_DIGGING
    End

  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:ConstructionDroid
  Side                = IMPERIALS
  EditorSorting       = VEHICLE
  TransportSlotCount  = 5                 ;how many "slots" we take in a transport (0 == not transportable)
  BuildCost           = 1000
  BuildTime           = 5.0 ;in seconds
  VisionRange         = 150
  ShroudClearingRange = 300

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY None
  End
  ArmorSet
    Conditions        = None
    Armor             = DozerArmor ;Special Explosion-Proof Armor
    DamageFX          = TankDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = ImperialsConstructionDroidCommandSet

  ; *** AUDIO Parameters ***
 


  ; *** ENGINEERING Parameters ***
  RadarPriority       = UNIT
  KindOf              = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
  
  Body                = ActiveBody ModuleTag_02
    MaxHealth         = 250.0
    InitialHealth     = 250.0

    ; 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 = 500
    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 ImpConsLocomotor
  Behavior            = PhysicsBehavior ModuleTag_04
    Mass              = 75.0
  End

  Behavior                 = TransitionDamageFX ModuleTag_06
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End
  
  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 100
    DestructionDelay = 1500
    DestructionDelayVariance = 600
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_ChinaDozerExplode  
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
  End 

  Behavior = CreateCrateDie ModuleTag_09
    CrateData = SalvageCrateData
  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

  Behavior               = FXListDie ModuleTag_22
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX         = FX_CarCrush
  End

  Behavior = DestroyDie ModuleTag_23
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Geometry            = BOX
  GeometryMajorRadius = 17.0;new radius to align mine sweeping position
  ;GeometryMajorRadius = 21.0;old radius
  GeometryMinorRadius = 10.0
  GeometryHeight      = 15.0     
  GeometryIsSmall     = NO
  Shadow              = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    
  Scale = 1.45;
End
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Old 09-30-2004, 06:37 PM   #2 (permalink)
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Try opening Worldbuilder, and if that doesn't catch anything, is that IVcons SUPPOSED to be there twice?
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Old 09-30-2004, 06:38 PM   #3 (permalink)
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Default

Worldbuilder doesn't turn up anything. IVcons I believe is supposed to be there twice-- once for the model and once for the skeleton, but this animation doesn't use a skeleton so you just repeat the same model name twice... that's what I thought..
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Old 09-30-2004, 06:39 PM   #4 (permalink)
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Try it without it being listed twice then maybe? :wtf:
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Old 09-30-2004, 08:33 PM   #5 (permalink)
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animations will be listed twice like that...
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