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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 07-16-2005, 05:24 AM   #11 (permalink)
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if I understand u correctly, you want to size your tank right?
just add "Scale = N" (N=1.0 default, N>1 bigger, N<1 smaller)

a question: is taht ur tank? cause that's the same tank I use in our tower defense mod. it calls "Ratte" (rat) ?!

i think the mistake is here (i correted it)
you forgot an "End" at the AltTurret.

Code:
  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 100 ; 180
      TurretPitchRate = 45 ; Neu
      AllowsPitch = Yes ; Neu
      RecenterTime = 3500 ; Neu
      ControlledWeaponSlots = PRIMARY
    End
    AltTurret ; Neu
      TurretTurnRate = 240 ; Neu
      TurretPitchRate = 180 ; Neu
      AllowsPitch = Yes ; Neu
      RecenterTime = 1000 ; Neu
      ControlledWeaponSlots = SECONDARY
    End

    AutoAcquireEnemiesWhenIdle = Yes
    TurretsLinked = No

  End
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Old 07-16-2005, 05:27 AM   #12 (permalink)
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But unfortunately im not satisfied coz the TURRET02 .. the machinegun only works with the same direction like the mainturret but in reality the machinegun is rotateable independet from the mainturret.

@ Yayo01 is that possible? Here is my try but its crashed that why i uncomment it ;;;;;;;;

I dont know because i never tried to use the MG.....


One last question: One of my models a Bradley is atouch to big. Is it possible to make it smaller in his INI????

yes its possible use the scale tag

Like this:

Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 14.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Scale = "real number"
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Old 07-16-2005, 10:13 AM   #13 (permalink)
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no thats not mine i´ve downloaded that tank ca. 1 year ago at the developers site. But i forgot the site url :-(
Great model i´ve to say...

But i have to try the "scale" thing! EDIT: works fine :-)

@ yayo what a petty that the MG thing seems to be impossible :-( Maybe there is a nice modeler out there who explains the mg thing in detail...maybe

EDIT: I got it myself. It works perfect yet. Main turret attacks as seperatly as Machinegun too :-)

Thread can be closed. Thanx guys
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Old 07-17-2005, 05:42 PM   #14 (permalink)
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Quote:
Originally Posted by Kulturbanause";p=&quot View Post
wow yayo, right answer at the right time with my credit to...nice tank!

But unfortunately im not satisfied coz the TURRET02 .. the machinegun only works with the same direction like the mainturret but in reality the machinegun is rotateable independet from the mainturret.

@ Yayo01 is that possible? Here is my try but its crashed that why i uncomment it ;;;;;;;;

Code:
;Artparameter

Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = M1A2Abrams
      Turret              = TURRET
      TurretPitch 	  = TurretEL
      ;AltTurret           = TURRET02
      ;AltTurretPitch      = TurretEL;02
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY BARREL
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      ;WeaponFireFXBone    = SECONDARY Muzzle
      ;WeaponMuzzleFlash   = SECONDARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model               = M1A2Abrams_d
      Turret              = TURRET
      TurretPitch	  = TurretEL
      ;AltTurret           = TURRET02
      ;AltTurretPitch      = TurretEL;02
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY BARREL
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      ;WeaponFireFXBone    = SECONDARY Muzzle
      ;WeaponMuzzleFlash   = SECONDARY MuzzleFX
    End

    ConditionState = RUBBLE
      Model               = M1A2Abrams_d1
      Turret              = TURRET
      AltTurret           = TURRET02
    End

    TrackMarks           = EXTnkTrack.tga
    OkToChangeModelColor = Yes
    TreadAnimationRate      = 2.0 ; texture to move per second
    TreadDriveSpeedFraction = 0.3 ; treads stop moving.
    TreadPivotSpeedFraction = 0.6 ; allow pivoting.
  End
...
...
  ; ***DESIGN parameters ***
...
  WeaponSet
    Conditions = None 
    Weapon 		= PRIMARY Boss_M1A2Tankgun
    PreferredAgainst    = PRIMARY INFANTRY STRUCTURE VEHICLE
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon 		= SECONDARY Boss_20mmCannonWeapon
    PreferredAgainst    = SECONDARY INFANTRY
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  End
  WeaponSet
    Conditions = PlAYER_UPGRADE
    Weapon 		= PRIMARY Boss_M1A2TankgunUpgrade
    PreferredAgainst    = PRIMARY INFANTRY STRUCTURE VEHICLE
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon 		= SECONDARY Boss_20mmCannonWeapon
    PreferredAgainst    = SECONDARY INFANTRY
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  End
...
...

  ; *** ENGINEERING Parameters ***
...
...
  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 60   ; turn rate, in degrees per sec
      TurretPitchRate = 20
      AllowsPitch = Yes
      RecenterTime = 4000
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End

;  Behavior = AIUpdateInterface ModuleTag_03
;    Turret
;      TurretTurnRate = 100 ; 180
;      TurretPitchRate = 45 ; Neu
;      AllowsPitch = Yes ; Neu
;      RecenterTime = 3500 ; Neu
;      ControlledWeaponSlots = PRIMARY
;    End
;    AltTurret ; Neu
;      TurretTurnRate = 240 ; Neu
;      TurretPitchRate = 180 ; Neu
;      AllowsPitch = Yes ; Neu
;      RecenterTime = 1000 ; Neu
;      ControlledWeaponSlots = SECONDARY
;    AutoAcquireEnemiesWhenIdle = Yes
;    TurretsLinked = No
;  End
...
...
One last question: One of my models a Bradley is atouch to big. Is it possible to make it smaller in his INI????
Code:
  Geometry               = BOX
  GeometryMajorRadius    = 20.0
  GeometryMinorRadius    = 14.0
  GeometryHeight         = 12.0     
  GeometryIsSmall        = Yes
The code from my Altturret is from my "proudofchina" model

Maybe someone know THIS:





for his ini, you would have to edit the geometry size...but to edit his appearance size, how wide tall and long it is, you gotta go to renx, look at the top toolbar, and look for a tool named scale [little box witrh arrows in it] right next to the select and move tool [arrows going N, S, E and W.]
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Old 07-18-2005, 05:22 AM   #15 (permalink)
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@smokeydabear the scale thing is solved but the Nationalism sign(China) under the tank is as big as the overlord sign. but my tank is as little as an humvee. How to solve that??? I don´t know :-(
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Old 07-18-2005, 07:07 AM   #16 (permalink)
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with the geometry settings which were alredy posted:
if it is really as big as a humvee copy it's values. if it is different, load the object into renx, make a box which surrounds the whole object and take the values of the box width, lenght and hight...

Code:
  Geometry               = BOX
  GeometryMajorRadius    = 20.0
  GeometryMinorRadius    = 14.0
  GeometryHeight         = 12.0     
  GeometryIsSmall        = Yes
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Old 07-18-2005, 07:23 AM   #17 (permalink)
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I´ll try it
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Old 07-18-2005, 07:57 AM   #18 (permalink)
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EDIT to my last post:
take only the half values of the lenght and width values (of the surrounding box in renx). otherwise it will be doubled.
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Old 07-18-2005, 12:40 PM   #19 (permalink)
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...whoooooow...lol....a bradley the size of a nuke cannon lol...
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Old 07-18-2005, 03:57 PM   #20 (permalink)
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At the end of the INI code, type in Scale=N.
N=1.0 normal
N=<1.0 smaller
N=>1.0 larger
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