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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 12-18-2004, 06:20 AM   #1 (permalink)
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Default New Amphibious Tutorial


Here is the sample version 2. Much plainer and easier!
Deezire, please update my tutorial topic.

1. Edit the ChinaVehicle.ini, add the OverWater Draw module and the TroopCrawlerWaterLocomotor into the Crawler.
Code:
Object ChinaVehicleTroopCrawler

  Draw = W3DTruckDraw ModuleTag_01
  ...

  Draw = W3DModelDraw ModuleMod_OverWater
    DefaultConditionState
      Model = NVTCrawler_W
    End
    AliasConditionState  = MOVING
    ConditionState       = OVER_WATER
      ParticleSysBone    = TreadFX05 AmphibWaveRest
      ParticleSysBone    = TreadFX06 AmphibWaveRest
    End   
    ConditionState       = OVER_WATER MOVING
      ParticleSysBone    = TreadFX05 AmphibWave
      ParticleSysBone    = TreadFX06 AmphibWave
    End
  End
  ...

  Locomotor = SET_NORMAL TroopCrawlerLocomotor TroopCrawlerWaterLocomotor
2. Edit Locomotor.ini, create the locomotor in water.
Code:
Locomotor TroopCrawlerWaterLocomotor
  Surfaces = WATER
  Speed = 30   ; in dist/sec
  SpeedDamaged = 25   ; in dist/sec
  TurnRate = 90   ; in degrees/sec
  TurnRateDamaged = 60   ; in degrees/sec
  Acceleration = 30   ; in dist/(sec^2)
  AccelerationDamaged = 20  ; in dist/(sec^2)
  Lift = 120                 ; in dist/(sec^2)
  LiftDamaged = 80          ; in dist/(sec^2)
  Braking = 50  ; in dist/(sec^2)
  MinTurnSpeed = 10   ; in dist/sec
  PreferredHeight = -7
  AllowAirborneMotiveForce = Yes ;
  ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
  Appearance = HOVER

  PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
  RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
  PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
  LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
  Apply2DFrictionWhenAirborne = Yes
  AirborneTargetingHeight = 30
  LocomotorWorksWhenDead = No          ; 
End
A new w3d file named as NVTCrawler_W.w3d, in which there are only 2 bones, is used in this sample. please download it HERE. .
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Old 12-18-2004, 06:54 AM   #2 (permalink)
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Hey coolfile its nice done hehe
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Old 12-18-2004, 07:23 PM   #3 (permalink)
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Cool idea you had there. However is there a smooth transition between driving on land and turning amphibious? Or does it suddenly change its height?
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Old 12-18-2004, 08:03 PM   #4 (permalink)
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You could make it gradual by adding a transitionstate with the appropriate animation.

BTW I see you gave it TWO locomotors in the SAME set. How does that work? Does it just pick the best one or something?
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Old 12-18-2004, 08:12 PM   #5 (permalink)
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Well that's not a really good option since coolfile uses the "PreferredHeight = -7" tag in his WATER locomotor which controls the unit's actual height. So there is no need for a water model and thus there should be no transition animation (since if there was one I could use animations all the way to simulate the unit "swimming").

I'll have to try it out then

Edit: Tested it and it works pretty damn fine, good work coolfile! No need for transition states, animations etc.
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Old 12-18-2004, 09:50 PM   #6 (permalink)
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Quote:
Originally Posted by ImmoMan";p=&quot View Post
BTW I see you gave it TWO locomotors in the SAME set. How does that work? Does it just pick the best one or something?
Actually, that's what Colonel Burton and the Saboteur do as well. Good job for picking up on that, coolfile.
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Old 12-19-2004, 06:04 AM   #7 (permalink)
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That still doesn't explain how it works.

Does the game just pick the one with the highest speed for the given terrain or something? Or does it just pick the first one that has a certain piece of terrain in its locomotor?
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Old 12-19-2004, 07:22 AM   #8 (permalink)
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I guess that it just selects the locomotor that permits the object to travel a certain terrain.
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