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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 06-04-2005, 08:29 AM   #1 (permalink)
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Join Date: Jan 2005
Posts: 33
Default More help topic bombardment from sidey

Hey, made a SAM Site from the tomahawk turret and the Patriot battery base. Used my model for the missile, i think it looks pretty damn good for my second butcher. havent yet skinned the pillar joining base to turret so if u catch a glimps of purple tats what it is. But I have coded it so that when one missile fires it disappears from the turret... as you can see from this GIF it doesnt actually work. Here is the code:

Code:
Object AmericaSAMSite

; *** ART Parameters ***
SelectPortrait         = SASAMSite_L
ButtonImage            = SASAMSite
Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes

    ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset


    DefaultConditionState
     Model             = ABSAMS
     Turret            = TURRET
     TurretPitch     = TURRETEL
     WeaponLaunchBone = PRIMARY WeaponA
     WeaponFireFXBone = PRIMARY WeaponA
     WeaponHideShowBone = PRIMARY MISSILE

    End
The missiles are called MISSILE01 and 02 and the launch bones are WEAPONA01 and 02... just incase you needed to know that.

This is all the code i can think would be incorrect, can anyone help? Here is the link to the animation of the problem.

LINK TO PICCY

Thanks in advance.
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Old 06-04-2005, 06:37 PM   #2 (permalink)
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Send a message via MSN to RedLeader
Default

ahh you need this bone

WeaponHideShowBone = PRIMARY MISSILE
WeaponHideShowBone = SECONDARY MISSILE

Specify the name of the missile for MISSILE
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Old 06-05-2005, 05:16 AM   #3 (permalink)
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nah couldnt make both missiles work, so the sam site has been reduced to 1 missile
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Old 06-05-2005, 10:03 PM   #4 (permalink)
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Well, you could make an OCL of just that Missile, then give that a duplicate weapon, and the WeaponHideShowBone
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