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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 09-18-2005, 02:43 PM   #1 (permalink)
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Default Tank Turret Problem...

I have been quiet with my mod for a while, I, to tell the truth, am just waiting for the next CnC title to come out, & create the mod for it, but I still work on Generals.

Now, to prepare for that transition from Generals to the next CnC, I am dramatically increasing my art skills.

I made a new Tiger II Model, & Skin. Has great detail on it, and looks more like a tank instead of a box with treads & a box on top. Now, I exported it, everything works, it looks sexy, transparencies work, Muzzle Flashes are added, but there is a problem...

The tanks turret wont rotate...

The name is correct & everything, but it wont rotate!

Heres the code:
Code:
    DefaultConditionState
      Model               = AWMNTIGERII
      Turret              = TURRET
      WeaponFireFXBone    = PRIMARY Muzzle01
      WeaponMuzzleFlash   = PRIMARY MuzzleFXTG
      WeaponLaunchBone    = PRIMARY Muzzle01
      WeaponRecoilBone    = PRIMARY Barrel01
      WeaponFireFXBone    = SECONDARY Muzzle02
      WeaponMuzzleFlash   = SECONDARY MuzzleFXMG
      WeaponLaunchBone    = SECONDARY MuzzleMG
      WeaponRecoilBone    = SECONDARY BarrelMG
    End
Also, it is a minor problem, but the barrels wont recoil either, & they have the correct name!


Please tell me if you know what the problem is!
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Old 09-18-2005, 04:08 PM   #2 (permalink)
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Are you sure that you named the actual turret "TURRET" and not "TURRET01". Same for the barrels?
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Old 09-18-2005, 04:41 PM   #3 (permalink)
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What makes you so sure there will be a new cnc?
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Old 09-18-2005, 04:51 PM   #4 (permalink)
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EA said there would be, they wouldn't lie! . . . oh wait, yes they would.
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Old 09-18-2005, 05:18 PM   #5 (permalink)
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I am sure they are named correctly.

And on the CnC thing, I heard they were making RA3, right?
Now, if they didnt make it, everyone would be pissed...
If they did, we get our next CnC, & they will get a lot of profits!
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Old 09-18-2005, 10:01 PM   #6 (permalink)
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Default

Quote:
Originally Posted by Kitsune";p=&quot View Post
And on the CnC thing, I heard they were making RA3, right?
Now, if they didnt make it, everyone would be pissed...
If they did, we get our next CnC, & they will get a lot of profits!
Sorry, I think EA realized that BMFE2 > RA3 in terms of profits.
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Old 09-18-2005, 11:34 PM   #7 (permalink)
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Didnt Deezire, or someone say that BFME2 was to get the last bugs out of SAGE before making RA3, dont quote me or them, but I think Deezire or someone else said that...

Anyway, back to the problem... WTF did I screw up on in the turret?
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Old 09-18-2005, 11:46 PM   #8 (permalink)
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Turret bone linked to the turret?
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Old 09-19-2005, 02:20 AM   #9 (permalink)
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Yes
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Old 09-19-2005, 03:46 AM   #10 (permalink)
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Let's do this systematically, if your names are different try these :

Your turret is named "TURRET01". You have it linked to your model's base or chassis.

You name the FireFXBone "MUZZLE01", the barrel "BARREL01". WeaponLaunchBone is the same as FireFXBone. Muzzleflash is fine.

Your code says:

Code:
DefaultConditionState 
      Model               = AWMNTIGERII 
      Turret              = TURRET01
      WeaponFireFXBone    = PRIMARY MUZZLE <- no need for numbers, the game will go through all available muzzle bones, say MUZZLE01 to MUZZLEnn
      
      WeaponMuzzleFlash   = PRIMARY MuzzleFXTG 
      
      WeaponLaunchBone    = PRIMARY MUZZLE <- no need for numbers, the game will go through all available launch bones, say MUZZLE01 to MUZZLEnn
      
      WeaponRecoilBone    = PRIMARY BARREL <- no need for numbers, the game will go through all available recoil objects, say BARREL01 to BARRELnn
      
      WeaponFireFXBone    = SECONDARY Muzzle02 
      WeaponMuzzleFlash   = SECONDARY MuzzleFXMG 
      WeaponLaunchBone    = SECONDARY MuzzleMG 
      WeaponRecoilBone    = SECONDARY BarrelMG 
    End
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