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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-19-2005, 02:35 PM
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#1 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Tertiary weapon
I have made unit that can use a Heavy Assault rifle , colonel burtons knife attack , and a flame throw attack , that i want to be usable only against infantry in a garrisoned building.
The problem is , after assigning al three weapons , and buttons required to use the weapons , the Assault Rifle and Building Buster (flame thrower)
buttons , are actually both active at same time in the units comands.
Is there a way to fix this , im not sure how. This is what i wrote in the units design parameteres.
WeaponSet
Conditions = None
Weapon = PRIMARY KaiserCombatRifle
Weapon = SECONDARY KaiserBuildingBuster
Weapon = TERTIARY ColonelBurtonKnifeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; AutoChooseSources = SECONDARY NONE
; AutoChooseSources = TERTIARY NONE
End
I have commented out certain areas peice by peice , but when it is all active , a i say , the buttons for the weapons are continuosly active , so i can not choose between them.
Colonel Burtons knife atack is not like this though , i can choose it when ever.
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03-19-2005, 03:45 PM
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#2 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Ok , it seems this was a rookie mistake , i had both command buttons set to use weapon slot primary, hmmm , anyways , it is SOVED. 
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03-19-2005, 03:52 PM
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#3 (permalink)
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Senior Member
Join Date: Jan 2004
Posts: 231
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Soved? 
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03-19-2005, 04:19 PM
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#4 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Ye , almost , I have one issue left. When i am using the secondary weapon , the knife attack (which is the teriary weapon) flashes oddly in the panel. None of the other buttons do this. And one oother thing....
Does anyone know why he fires the fire from the center of his feet , I have tried adding the muzzle bone for the fireweapon as well , like this , but it didnt work.
DefaultConditionState
Model = AIHERO_SKN
IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25
IdleAnimation = AIHERO_SKL.AIHERO_IDA
IdleAnimation = AIHERO_SKL.AIHERO_IDB
AnimationMode = ONCE
TransitionKey = TRANS_Stand
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
; WeaponMuzzleFlash = SECONDARY MuzzleFX
HideSubObject = MUZZLEFX01
End
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03-19-2005, 04:49 PM
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#5 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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Try:
WeaponLaunchBone = PRIMARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
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03-19-2005, 05:09 PM
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#6 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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No can do , what happens than is that he fires the weapon spray (fire) up into the air at about 75 degree angle , not sure why though.
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03-20-2005, 03:27 AM
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#7 (permalink)
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Senior Member
Join Date: Jan 2004
Posts: 231
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Lol, I was pointing towards your grammar error.
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03-20-2005, 06:35 AM
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#8 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Ahh , yea , i see that , I'm famous for 'em , but thanks for noticing  , lol
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03-20-2005, 07:00 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2004
Posts: 231
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Hehe, glad you fixed your problem tho.
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03-20-2005, 06:14 PM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 339
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A question if you allow, goblin. Did you attached a 75 degrees angled bone to your infantry?
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