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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 01-31-2005, 04:57 PM   #1 (permalink)
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Default OCLs & Dependency Modules

Is it only possibly to have a single model spawned onto another as a dependent? I've got a tank with 6 firepoints, yet only one model spawns ( on firepoint01 ) - the rest simply don't appear.

If this is the case, is it possible to spawn a model that will follow the spawner and die with the spawner?
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Old 02-02-2005, 10:26 AM   #2 (permalink)
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I don't like to bump, but I do need some help with this one O_o

Perhaps further elaboration:

Is there a limit to the number of objects that can be spawned onto another unit using W3DDependencyModelDraw?

I am trying to spawn six gun positions. The first one spawns fine ( whichever "the first" happens to be - the first in the OCL list every time, but whichever gun is placed first int he list always spawns ), and then the others simply refuse to appear as expected. They all spawn, and are able to fire, but they spawn with no model at the base of the spawning model, not in the designated position.

Any ideas?
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Old 02-02-2005, 11:53 AM   #3 (permalink)
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It is completely possible (as long as none of the add-ons are bunkers). All you have to change is the no. slots in the OverlordContain tag. If you did tht and it didnt work, post up ur code so we can take a look. There are so many things tht can go wrong with the overlord/helix logic (like I have on my BRDM-2, which still isn't fixed after about a month, so I'll use this opportunity to gain extra help-the thread is HERE)
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Old 02-02-2005, 12:00 PM   #4 (permalink)
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this is the little bastard (ok ehehe little, i didnt mean that :scared: (heavy motor sound*) hellp )
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Old 02-02-2005, 12:10 PM   #5 (permalink)
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WTF are you talkin bout, and why did u post a pic of a completely unrelated unit from a different game?
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Old 02-02-2005, 12:42 PM   #6 (permalink)
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lol, thats the model I'm trying to create the side guns for. BF1918 and TGTW are closely related - and part of the combined Frontline18 team - and hence we use their models and scale them down.

I'll post up the code tomorrow ( alas, I won't be at home until then, and the code is there ) as I did indeed change the number of slots.
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Old 02-03-2005, 03:12 PM   #7 (permalink)
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Right, the code:

Object GermanHeavyTank
Code:
Object GermanHeavyTank

  ; *** ART Parameters ***
  SelectPortrait         = SNBattlemaster_L
  ButtonImage            = SNBattlemaster
  
  ;UpgradeCameo1 = Upgrade_Nationalism
  ;UpgradeCameo2 = Upgrade_ChinaUraniumShells
  ;UpgradeCameo3 = Upgrade_ChinaNuclearTanks
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw = W3DOverlordTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ExtraPublicBone = fireport1
    ExtraPublicBone = fireport2
    ExtraPublicBone = fireport3
    ExtraPublicBone = fireport4
    ExtraPublicBone = fireport5
    ExtraPublicBone = fireport6

    DefaultConditionState
      Model               = A7V_nofireport_
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = REALLYDAMAGED
      Model               = NVBtMstr_D
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = RUBBLE
      Model               = NVBtMstr_D
      Turret              = Turret01
    End
     
    ConditionState = MOVING
      Model               = A7V_nofireport
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End

    TrackMarks              = EXTnkTrack.tga
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Overlord
  Side                = China
  EditorSorting       = VEHICLE
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions        = None 
    Weapon            = PRIMARY GermanTankGun
  End

  ArmorSet
    Conditions        = None
    Armor             = TankArmor
    DamageFX          = TankDamageFX
  End
  BuildCost       = 2000
  BuildTime       = 1.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 200
  Prerequisites
  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 = ChinaTankOverlordDefaultCommandSet

  ; *** 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 VEHICLE SCORE HUGE_VEHICLE
  
  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 = OverlordContain ModuleTag_OvC
    Slots                       = 6
    DamagePercentToUnits        = 100%
    AllowInsideKindOf           = PORTABLE_STRUCTURE
    PassengersAllowedToFire     = Yes
    PassengersInTurret          = No ; My passengers ride in my turret, that's where the Firepoint bones are
    ExperienceSinkForRider      = Yes ; I get the Exp for things my turret friend kills
  End

  Behavior = AIUpdateInterface ModuleTag_AIUp
    Turret
      TurretTurnRate = 0   ; turn rate, in degrees per sec
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = No
  End

  Locomotor = SET_NORMAL OverlordLocomotor

  Behavior = PhysicsBehavior ModuleTag_14
    Mass = 50.0
  End

  Behavior = TransitionDamageFX ModuleTag_18
    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

  Behavior = GrantUpgradeCreate ModuleTag_Grant01
    UpgradeToGrant = Upgrade_A7VGuns
  End

  Behavior = ObjectCreationUpgrade ObjUp01
    TriggeredBy = Upgrade_A7VGuns
    UpgradeObject = OCL_A7VGuns
  End

  Geometry = BOX
  GeometryMajorRadius = 32.0
  GeometryMinorRadius = 13.0
  GeometryHeight = 15.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME     
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
A7VMGun01 (All MGuns are the same with different fireports).
Code:
Object A7VMGun01

  ; *** ART Parameters ***
  SelectPortrait         = SNGatTower_L
  ButtonImage            = SNGatTower
  
  ;UpgradeCameo1 = Upgrade_Nationalism
  ;UpgradeCameo1 = Upgrade_ChinaUraniumShells
  ;UpgradeCameo2 = Upgrade_ChinaNuclearTanks
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon
  
  
  Draw                    = W3DDependencyModelDraw  ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer  = fireport1

    DefaultConditionState
      Model = A7V_fireport1
      Turret              = MuzzleFX02
      WeaponFireFXBone    = PRIMARY MuzzleFX02
      WeaponRecoilBone    = PRIMARY MuzzleFX02
      WeaponMuzzleFlash   = PRIMARY MuzzleFX02
      WeaponLaunchBone    = PRIMARY MuzzleFX02
    End
 End

  ; ***DESIGN parameters ***
  Side             = Germany
  EditorSorting    = SYSTEM
  TransportSlotCount = 1
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY   A7VMGun
  End
  
  ArmorSet
    Conditions     = None
    Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
  End
  VisionRange     = 200

  ; *** AUDIO Parameters ***
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop  = NoSound ;TurretMoveLoop
    VoiceRapidFire  = NoSound
  End

  ; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
    Body            = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      ControlledWeaponSlots = PRIMARY
      TurretTurnRate      = 20   // turn rate, in degrees per sec
      TurretPitchRate     = 0
      AllowsPitch         = No
    End
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Behavior             = DestroyDie ModuleTag_04
    ;nothing
  End

  Behavior = StealthDetectorUpdate ModuleTag_06
    DetectionRate   = 500   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange = ??? ;   Defaults to VisionRange
    CanDetectWhileContained   = Yes
  End

  Geometry            = BOX
  GeometryMajorRadius = 0.0
  GeometryMinorRadius = 0.0
  GeometryHeight      = 0.0
  GeometryIsSmall     = Yes
  Shadow              = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
ObjectCreationList
Code:
ObjectCreationList OCL_A7VGuns
  CreateObject
    ObjectNames       = A7VMGun02
    Count             = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames       = A7VMGun01
    Count             = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames       = A7VMGun03
    Count             = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames       = A7VMGun04
    Count             = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames       = A7VMGun05
    Count             = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames       = A7VMGun06
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End
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Old 02-03-2005, 05:28 PM   #8 (permalink)
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It all looks good to me, and I think it should work. The only thing I can sujest is that you make an OCL for each individual weapon, i.e.

Code:
ObjectCreationList OCL_A7VGun01 
  CreateObject 
    ObjectNames       = A7VMGun01 
    Count             = 1 
    ContainInsideSourceObject = Yes 
  End
End

Then make an upgrade tag for all of the new OCLs, all of them using the same upgrade of cource. Try tht and see if it works, its all I can think of.


BTW, should "ObjUp01" not be "ModuleTag_ObjUp01", do tht as well
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Old 02-03-2005, 05:57 PM   #9 (permalink)
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I tried having seperate OCL calls, but no luck.
I also don't suppose its the ModuleTag, as it still calls fine.

I also don't think its modelside, as the first model always loads. So I'm somewhat stumped.
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Old 03-03-2005, 04:29 PM   #10 (permalink)
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Whats an OCl and a Module tag do? Any tutorials on this cos this looks like somethign I'm trying to do as well. but I actually want a unit to run into a tank and then show up on it. 4 max.
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