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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Fritz's Devastator dissapearing when heavily damaged.

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

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Old 10-02-2004, 05:37 PM   #1 (permalink)
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Default Fritz's Devastator dissapearing when heavily damaged.

Fritz,

The Devastator's heavily damaged model dissapears shortly after the devastator goes into the state of heavily damaged. When you order the unit to fire it reapears. Can this be easily fixed in g-max? If yes, then how?

Do you intend to make deadhulls for your models? For all of them? I would really appreciate that because I really like those models.

Greetz.
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Old 10-02-2004, 06:11 PM   #2 (permalink)
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make sure you named it correctly in the INI's. You probably just missed a letter or something.

This would be easier if you posted the art section of that code so we can see it
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Old 10-03-2004, 08:16 AM   #3 (permalink)
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I did not name it. I just placed the BIG file into the INI folder.
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Old 10-03-2004, 01:15 PM   #4 (permalink)
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He's right because it happens on my system also.

It turns invisible and continues to fire so unless you have aircraft in the air to attack it in guard mod...your sunk because you can't see it.

I still have the first release of his mod and that problem was not in there.

I'm going to copy the art files and the code into my new project to see if that fixes it.
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Old 10-03-2004, 02:17 PM   #5 (permalink)
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Hmmm, i use the same code Fritz used for the devastator, and i've never had this problem, maybe it's something to do with the .BIG files?
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Old 10-03-2004, 05:49 PM   #6 (permalink)
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I'd like to see this problem fixed, because SOME noob is going to spread it online as an invisibilty trick/exploit.
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Old 10-03-2004, 11:00 PM   #7 (permalink)
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Not much good there cause even if we can't see it the computer can and will still activate base defenses and guard/attack modes.
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Old 10-04-2004, 06:23 AM   #8 (permalink)
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Well, if it helps, here's the code i use in the art parameters:

Code:
Object Nuke_ChinaTankDevastator

  ; *** ART Parameters ***
  SelectPortrait         = devastatoricon_L
  ButtonImage            = devastatoricon

  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = NVDvstr
      Turret              = Turret01
      TurretPitch         = TurretEl
      WeaponFireFXBone    = PRIMARY MuzzleFX
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponFireFXBone    = SECONDARY MuzzleFX
      WeaponRecoilBone    = SECONDARY Barrel
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
      WeaponLaunchBone    = SECONDARY Muzzle
      ParticleSysBone     = EXHAUSTFX01 DozerSmokeLight
    End

    ConditionState        = MOVING
      ParticleSysBone     = EXHAUSTFX01 DozerSmokeHeavy
    End

    ConditionState = REALLYDAMAGED
      Model               = NVDvstr_D
      Turret              = Turret01
      TurretPitch         = TurretEl
      WeaponFireFXBone    = PRIMARY MuzzleFX
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponFireFXBone    = SECONDARY MuzzleFX
      WeaponRecoilBone    = SECONDARY Barrel
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
      WeaponLaunchBone    = SECONDARY Muzzle
      ParticleSysBone     = EXHAUSTFX01 DozerSmokeHeavy
    End

    ConditionState        = MOVING REALLYDAMAGED
      Model               = NVDvstr_D
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY MuzzleFX
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponFireFXBone    = SECONDARY MuzzleFX
      WeaponRecoilBone    = SECONDARY Barrel
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
      WeaponLaunchBone    = SECONDARY Muzzle
      ParticleSysBone     = EXHAUSTFX01 DozerSmokeHeavy
    End

    ConditionState = RUBBLE
      Model               = NVDvstr_D
      Turret              = Turret01
    End

    TrackMarks              = EXTnkTrack.tga
    OkToChangeModelColor = Yes
    TreadAnimationRate = 2.0;  amount of tread texture to move per second
    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
  End
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Old 10-04-2004, 07:08 AM   #9 (permalink)
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Yep that is the right code. I also fixed the bug. Fritz has used a different modelname for the MOVING heavily damaged model. Just copy the code our forumfriend gave and it's okay.

BTW remove the particlesysbone's for the devastator has no exhaustpipe.
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