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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 03-06-2005, 01:34 PM   #1 (permalink)
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Default Towing

Well after asking Flyby how he did the towing code, I was able to get one detail out of him on how to do it. Well I am using the bike logic and I have got partial results. The truck does want to hook up the gun, just the gun spits it out ASAP so it doesn't even stay there, they separate as soon as they try to hook up. I don't know exactly how to explain this. I hope this will do if not I'll try again.

Maybe Julle could help a bit, since if I remember correctly he made it work too.

[EDIT]
With removing the inital payload and the exitpaths set to 0 I can now load the "truck" into the gun, just it loads it like it was using the TransportContain module(the truck doesn't appear outside the gun, like a rider on a bike) and not the rider module and after exiting, the gun becomes unusable.
[EDIT]



I hope that somebody will know the solution or help me towards getting there
Code:
Code:
    DefaultConditionState
      ;**************************************************
      ;*** Must have a default model in order to see
      ;*** house color!!!
      ;**************************************************
      Model = USArmorM113
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
     End

      ConditionState = RIDER1
       Model = USArmorM113
       ;Animation     = USArmorM113.USArmorM113
       ;AnimationMode = LOOP
      End

      ConditionState = RIDER1 MOVING
       Model = USArmorM113
       ;Animation     = USArmorM113.USArmorM113
       ;AnimationMode = LOOP
      End

    End


   Behavior = RiderChangeContain ModuleTag_24
    ;A list of each valid rider that is allowed to ride this object. Each rider is
    ;assigned a modelcondition state, a weaponset flag, an object status bit, and
    ;a commandset override. The actual object is hidden inside the container so the
    ;visible rider is fluff. Also riders are deleted (not killed) when the bike is
    ;destroyed, so all deaths must be OCLs on the bike.
    Rider1 = USArmorM113         RIDER1 WEAPON_RIDER1 STATUS_RIDER1 USArmorM115 SET_NORMAL
    ScuttleDelay          = 99999999999
   ; ScuttleStatus         = TOPPLED

    Slots                 = 1
    InitialPayload        = USArmorM113 1
    ScatterNearbyOnExit   = No
    HealthRegen%PerSec    = 0
    DamagePercentToUnits  = 100%  ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate.
    BurnedDeathToUnits    = No    ; And no Burned death.
    AllowInsideKindOf     = INFANTRY VEHICLE
    ExitDelay         = 250
    NumberOfExitPaths = 1 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
    DoorOpenTime = 0

  End
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Old 03-06-2005, 03:52 PM   #2 (permalink)
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Default

Maybe the gun has to have an INFANTRY KindOf?
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Old 03-06-2005, 04:03 PM   #3 (permalink)
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You shouldnt really need to use bike logic, unless of course you are towing different things around.You could just use conditionstate garrissoned to make the model display its trailer.
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Old 03-06-2005, 04:15 PM   #4 (permalink)
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@Airstriker: Nah, it can allow inside vehicles for this case.

@Key0p: Well there will be different towers for the gun so I think it's the best way.
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Old 03-06-2005, 04:22 PM   #5 (permalink)
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You can use the Firebase logic so that the gun is shown on the back of the model.
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Old 03-06-2005, 04:22 PM   #6 (permalink)
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Different towers for the one gun doesnt need the bike logic, only if you want the one unit to tow different things.
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Old 03-06-2005, 05:05 PM   #7 (permalink)
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Well one truck can tow more than one gun and one gun can be towed by more than just a truck.
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Old 03-07-2005, 06:06 AM   #8 (permalink)
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Default

You'll get the code, theone....just have a bit more patience.
I said I'll post it before the end of the month or sooner.
But at the moment, I'm rather swamped with work to spend time writing down elaborated comments or tutorials.
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Old 03-07-2005, 12:28 PM   #9 (permalink)
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Well I'm very impatient.
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