im trying to re-enable the hovering crusader but im having a problem
when i tell the tank to enter the water, it goes into the water and the hovering animation plays (the animation where its tracks go back) and the tank hovers along the water like its supposed to (pic 2), but then when it stops in the water its tracks come down again as if it were going along the ground (pic 1)
can anyone tell me whts wrong with my code tht makes it do tht?
heres my code
FactionUnit.ini
Code:
Object AmericaTankCrusader
; *** ART Parameters ***
SelectPortrait = SACLeopard_L
ButtonImage = SACLeopard
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
UpgradeCameo4 = Upgrade_AmericaCompositeArmor
;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
Model = AVCrusader
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End
ConditionState = OVER_WATER
Model = AVCrusader_H
ParticleSysBone = TreadFX01 AmphibWaveRest
Animation = AVCrusader_A.AVCrusader_A
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = MOVING
Model = AVCrusader
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End
ConditionState = MOVING OVER_WATER
Model = AVCrusader_H
; ParticleSysBone = Exhaust01 SteamVent
; ParticleSysBone = Exhaust02 SteamVent
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = Mist02 AmphibMist
ParticleSysBone = Mist03 AmphibMistSide
ParticleSysBone = Mist04 AmphibMistSide
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
End
ConditionState = REALLYDAMAGED
Model = AVCrusader_D
End
ConditionState = RUBBLE
Model = AVCrusader_D
End
Locomotor.ini
Code:
Locomotor CrusaderLocomotor
Surfaces = GROUND WATER
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ;30 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;120 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored.
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
End
thanks