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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 07-24-2005, 10:24 AM   #1 (permalink)
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Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
Default Condition States and Transitions

One block of code in my new unit is giving me problems, if anyone knows what i did wrong, please help me out. Thanks.

Code:
;------------------------------------------------------------------------------
Object GDIVehicleMDP

  ; *** ART Parameters ***
  SelectPortrait         = SNInferno_L
  ButtonImage            = SNInferno
  
  ;UpgradeCameo1 = NONE
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw                    = W3DTankTruckDraw ModuleTag_01
   OkToChangeModelColor  = Yes
   ConditionState        = NONE
     Model               = GVMDP2
     Turret              = Turretel
     TurretPitch         = Turretel
     WeaponFireFXBone    = PRIMARY Muzzle
     WeaponRecoilBone    = PRIMARY Barrel
     WeaponMuzzleFlash   = PRIMARY Muzzle
     WeaponLaunchBone = PRIMARY Muzzle
   End
    
   ConditionState        = RUBBLE REALLYDAMAGED
     Model               = GVMDP2
     Turret              = Turretel
     TurretPitch         = Turretel
     WeaponFireFXBone    = PRIMARY Muzzle
     WeaponRecoilBone    = PRIMARY Barrel
     WeaponMuzzleFlash   = PRIMARY Muzzle
     WeaponLaunchBone = PRIMARY Muzzle
   End

;   ConditionState      = FIRING_B                                                   ;<-------This causes problems
;     Animation         = GVMDP2.GVMDP2                                    ;<-------This causes problems
;     AnimationMode     = ONCE                                                       ;<-------This causes problems
;   End                                                                                                       ;<-------This causes problems
;   AliasConditionState = FIRING_B REALLYDAMAGED      ;<-------This causes problems

    TrackMarks           = EXTnkTrack.tga
    TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.

    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 0   ; This unit doesn't powerslide.
  End

  ; ***DESIGN parameters ***
  DisplayName        = OBJECT:MDP
  Side               = GDI
  EditorSorting      = VEHICLE
  TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions       = None 
    Weapon           = PRIMARY MDPGun
;    PreferredAgainst    = PRIMARY   INFANTRY VEHICLE STRUCTURE
    AutoChooseSources   = PRIMARY   FROM_PLAYER FROM_SCRIPT FROM_AI
    Weapon           = SECONDARY DeployWeapon
    AutoChooseSources = SECONDARY NONE
  End
  ArmorSet
    Conditions      = None
    Armor           = TankArmor
    DamageFX        = TankDamageFX
  End
  BuildCost          = 900
  BuildTime          = 15.0          ;in seconds    
  VisionRange        = 180
  ShroudClearingRange = 300
  Prerequisites
;    Object           = Nuke_ChinaWarFactory
;    Object           = Nuke_ChinaPropagandaCenter
  End

  ExperienceValue = 50 50 100 150    ;Experience point value at each level
  ExperienceRequired = 0 100 200 400  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = GDIVehicleMDPCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect       = InfernoCannonVoiceSelect
  VoiceMove         = InfernoCannonVoiceMove
  VoiceGuard        = InfernoCannonVoiceMove
  VoiceAttack       = InfernoCannonVoiceAttack
  SoundMoveStart    = InfernoCannonMoveStart
  SoundMoveStartDamaged = InfernoCannonMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate     = InfernoCannonVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop  = NoSound
    VoiceCrush          = InfernoCannonVoiceCrush
    VoiceEnter         = InfernoCannonVoiceMove
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority     = UNIT
  KindOf            = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 250.0
    InitialHealth   = 250.0

    ; 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 = 500
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = AIUpdateInterface ModuleTag_04
    Turret
      TurretTurnRate = 0
      TurretPitchRate = 0
      AllowsPitch = No
      FirePitch = 0
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
  End
  Locomotor = SET_NORMAL QuadCannonLocomotor
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 50.0
  End

  ; A crushing defeat
  Behavior               = FXListDie ModuleTag_06
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX         = FX_CarCrush
  End
  Behavior               = CreateObjectDie ModuleTag_07
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList    = OCL_CrusaderTank_CrushEffect
  End
  Behavior = SlowDeathBehavior ModuleTag_08
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 50
    DestructionDelay = 2000
    DestructionDelayVariance = 300
    FX  = INITIAL  FX_CrusaderCatchFire  
    FX  = FINAL    FX_GenericTankDeathExplosion 
    OCL = FINAL    OCL_InfernoCannonDeathEffect
  End

  Behavior                 = TransitionDamageFX ModuleTag_09
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior         = CreateCrateDie ModuleTag_10
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  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 = DestroyDie ModuleTag_22
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Geometry            = BOX
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 10.0
  GeometryHeight      = 15.0     
  GeometryIsSmall     = Yes
  Shadow              = SHADOW_VOLUME 
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length   

End
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Old 07-24-2005, 10:51 AM   #2 (permalink)
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Join Date: Jun 2003
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Default

maybe this block needs a model (I don't know if "W3DTankTruckDraw" really need this, but try)

Code:
   ConditionState      = FIRING_B
     Model                = GVMDP2
     Animation          = GVMDP2.GVMDP2
     AnimationMode    = ONCE
   End
   AliasConditionState = FIRING_B REALLYDAMAGED
just a hint: you know that FIRING_B means secondary weapon?!
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Old 07-24-2005, 10:54 AM   #3 (permalink)
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Default

And what exactly is the problem ? A crash ?
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Old 07-24-2005, 11:20 AM   #4 (permalink)
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Default

Thanks Dibelius, I think that will fix it.
WB gave me an error about 'Must specify a model/asset name.'
Oh, and yes, FIRING_B for is the Deploy animation, it should be PREATTACK though.
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