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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 11-02-2004, 04:25 PM   #1 (permalink)
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Join Date: Dec 2002
Posts: 338
Default What is wrong with some NV Vehicles

There seems to be a problem with some models that start with the letters NV.

I have been setting up some units so that you can only get them when you capture a reinforcement pad.

I have an NVWarlord model and a NVTank killer model and neither one ever gets delivered from the cargo plane.

I have added a triple barreled battlemaster and a nuclear overlord that does not appear in the factory build list and only appear when you capture a reinforcement pad and they work perfectly.

All W3D files are in the correct folders.

These are the codes that came with the models.

;------------------------------------------------------------------------------
Object NVWarLord

; *** ART Parameters ***
SelectPortrait = NVWarLord_L
ButtonImage = NVWarLord

;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTruckDraw ModuleTag_01

DefaultConditionState
Model = NVWarL
Turret = TURRET01
WeaponFireFXBone = PRIMARY MUZZLE
End
ConditionState = REALLYDAMAGED
Model = NVWarL_d
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
End

ConditionState = RUBBLE
Model = NVWarL_d1
Turret = Turret01
End

TrackMarks = EXTireTrack.tga
OkToChangeModelColor = Yes

Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray

; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = WHEEL01
RightFrontTireBone = WHEEL08
LeftRearTireBone = WHEEL03
RightRearTireBone = WHEEL05
MidLeftFrontTireBone = WHEEL02
MidRightFrontTireBone = WHEEL07
MidLeftRearTireBone = WHEEL04
MidRightRearTireBone = WHEEL06

TireRotationMultiplier = 0.4 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.

End

; ***DESIGN parameters ***
DisplayName = OBJECT:NVWarLord
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY NVWarLordTankGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;BuildCost = 2000
;BuildTime = 20.0 ;in seconds
BuildCost = 950
BuildTime = 12.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 200
Prerequisites
Object = ChinaWarFactory
End

ExperienceValue = 200 200 400 600 ;Experience point value at each level
ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = NVWarLordCommandSet

; *** AUDIO Parameters ***
VoiceSelect = GattlingTankVoiceSelect
VoiceMove = GattlingTankVoiceMove
VoiceGuard = GattlingTankVoiceMove
VoiceAttack = GattlingTankVoiceAttack
SoundMoveStart = GattlingTankMoveStart
SoundMoveStartDamaged = GattlingTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = GattlingTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
VoiceCrush = GattlingTankVoiceCrush
VoiceEnter = GattlingTankVoiceMove
VoiceRapidFire = GattlingTankVoiceRapid
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 400.0
InitialHealth = 400.0

; 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 = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 180 // turn rate, in degrees per sec
FiresWhileTurning = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL NVWarLordLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 40.0
End

; Behavior = DestroyDie
; ;nothing
; End

; Just explode death
Behavior = SlowDeathBehavior ModuleTag_05
ProbabilityModifier = 19
DestructionDelay = 200
DestructionDelayVariance = 100

SinkRate = 0.5 ; in Dist/Sec

OCL = FINAL OCL_ChinaTankGattlingDebris
FX = FINAL FX_GattlingExplosionOneFinal
End

Behavior = CreateCrateDie ModuleTag_06
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_07
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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

Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0

GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object NVTankKiller

; *** ART Parameters ***
SelectPortrait = NVTankKiller_L
ButtonImage = NVTankKiller

;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE


Draw = W3DTankDraw ModuleTag_01

DefaultConditionState
Model = NVTankKiller
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = NVTankKiller_D
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

ConditionState = RUBBLE
Model = NVOverMaster_D1 ;we use the same chassis and thus share the same rubble model
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

; ***DESIGN parameters ***
DisplayName = OBJECT:NVTankKiller
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 6 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY TankKillerTankGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;BuildCost = 2000
;BuildTime = 20.0 ;in seconds
BuildCost = 100
BuildTime = 5.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 200
Prerequisites
Object = ChinaWarFactory
;Object = ChinaPropagandaCenter
End

ExperienceValue = 200 200 400 600 ;Experience point value at each level
ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = TankKillerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = OverlordTankVoiceSelect
SoundMoveStart = OverlordTankMoveStart
SoundMoveStartDamaged = OverlordTankMoveStart
VoiceMove = OverlordTankVoiceMove
VoiceGuard = OverlordTankVoiceMove
VoiceAttack = OverlordTankVoiceAttack

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = OverlordTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceCrush = OverlordTankVoiceCrush
VoiceEnter = OverlordTankVoiceMove
VoiceUnload = OverlordTankVoiceUnload
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS HUGE_VEHICLE SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 1100.0
InitialHealth = 1100.0

; 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 = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL OverlordLocomotor

Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
End

; Smoke for a bit then explode
Behavior = SlowDeathBehavior ModuleTag_30
ProbabilityModifier = 25
DestructionDelay = 1500
DestructionDelayVariance = 500
FX = INITIAL FX_OverlordSmoke
OCL = FINAL OCL_ChinaTankOverlordDebris
FX = FINAL FX_GenericTankDeathExplosion
End

; Catch fire, and explode death
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 2000
; DestructionDelayVariance = 300
; FX = INITIAL FX_CrusaderCatchFire
; OCL = FINAL OCL_ChinaTankOverlordDebris
; FX = FINAL FX_GenericTankDeathExplosion
; End

; Just explode death
Behavior = SlowDeathBehavior ModuleTag_17
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_ChinaTankOverlordDebris
FX = FINAL FX_OverlordExplosionOneFinal
End

Behavior = CreateCrateDie ModuleTag_18
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_19
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
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

Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 13.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

I have tried different ways of naming the units but itstill does not matter.
They are never dropped off at the reinforcment pads.

Are they missing some other files that should have been included with the models?
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Old 11-02-2004, 07:06 PM   #2 (permalink)
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If you don't even see the plane trying to drop off the units, then it's more than just a model problem.
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Old 11-03-2004, 02:52 PM   #3 (permalink)
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I got it to work.

The code that came with the model was wrong so i had to cut and paste the gattling tank code to get it to work but now it turns out that the turret was not finished because its pink...and i don't have any clue as to how to skin it.

The other unit now shows up on the pad but that model has to be messed up because the muzzle flash is on and the unit will not move off the pad even though it has the proper locomotor.
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