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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 03-07-2003, 04:39 PM   #1 (permalink)
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Default Re-enabling Hovering Crusader

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
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Old 03-07-2003, 06:27 PM   #2 (permalink)
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Default

Its nice to see something I can acctually help with.

Here's the code I used:

Object AmericaTankCrusader2

; *** ART Parameters ***
SelectPortrait = SACCrusader
ButtonImage = SACCrusader

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 = REALLYDAMAGED
Model = AVcrusader_D
End
ConditionState = RUBBLE
Model = AVcrusader_D
End

OkToChangeModelColor = Yes

ConditionState = Moving
TransitionKey = TRANS_LAND
End

ConditionState = Moving REALLYDAMAGED
Model = AVCrusader_D
TransitionKey = TRANS_LAND
End

ConditionState = Moving RUBBLE
Model = AVCrusader_D
TransitionKey = TRANS_LAND
End

ConditionState = Over_water
Model = avcrusader_h
ParticleSysBone= Treads01 AmphibWaveRest
ParticleSysBone= Treads02 AmphibWaveRest
ParticleSysBone= Treads03 AmphibWaveRest
ParticleSysBone= Treads04 AmphibWaveRest
TransitionKey = TRANS_WATER
End
AliasConditionState = REALLYDAMAGED OVER_WATER
AliasConditionState = RUBBLE OVER_WATER

ConditionState = Moving Over_water
Model = avcrusader_h
ParticleSysBone= Treads01 AmphibWave
ParticleSysBone= Treads02 AmphibWave
ParticleSysBone= Treads03 AmphibWave
ParticleSysBone= Treads04 AmphibWave
TransitionKey = TRANS_WATER
End
AliasConditionState = REALLYDAMAGED MOVING OVER_WATER
AliasConditionState = RUBBLE MOVING OVER_WATER

TransitionState = TRANS_LAND TRANS_WATER
Animation = AVCRUSADER_A.AVCRUSADER_A
ParticleSysBone= Treads01 AmphibWave
ParticleSysBone= Treads02 AmphibWave
ParticleSysBone= Treads03 AmphibWave
ParticleSysBone= Treads04 AmphibWave
AnimationMode = ONCE
End

TransitionState = TRANS_WATER TRANS_LAND
Animation = AVCRUSADER_A.AVCRUSADER_A
AnimationMode = ONCE_BACKWARDS
End

End

Use the transitionstate to play the animation when you move from land to water.

Once you've specified the weapon bones in the defaultstate you dont need them in any other state.

The hovermodel doesn't actually have a mist bone or a threadfx bone. The code above puts the particle system on the threads.

With the locomotor your currently using your tank will be floating slightly while on land. Rename your current locomotor to crusaderhover and only let it travel over water. Then get the original crusaderlocomotor as well. Put them both on your unit and it will use one on land and one on water. This will prevent your tank from floating 4 units while on land.

If you have any more question feel free to ask.
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Old 03-07-2003, 06:30 PM   #3 (permalink)
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thanks for the help ill try it out, and how do i give it 2 locomotors?
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Old 03-07-2003, 06:32 PM   #4 (permalink)
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dont worry DZ just posted a tutroail on how to do it so i iwll follow tht

thanks for ur help
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Old 03-07-2003, 06:33 PM   #5 (permalink)
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Use my tutorial and it works properly;-
http://online.deezire.net/modules.ph...ticle&artid=28
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