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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 09-25-2005, 10:26 AM   #1 (permalink)
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Default Half Track

ok, I'm working on a vehicle that, like the Quad Cannon, has both wheels and treads.
I tried copying the Quad Cannon INI so that I can have both treads going round and rotating wheels.
It causes nothing but fatal errors. WB says that all the bits of code I copied in from the Quad Cannon's INI were "Unknown Fields".
What am I missing here? Is there some special coding somewhere that a vehicle needs to have both wheels and tracks?
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Old 09-25-2005, 12:20 PM   #2 (permalink)
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This spelled right? Draw = W3DTankTruckDraw ModuleTag_01
and get rid of all the hide/showsubobject lines
and make sure ur using the quadcannon locomotor

edit:
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = QuadCannonVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
; Required for the W3DTruckDraw module -IMPORTANT
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceSalvage = QuadCannonVoiceSalvage
VoiceCrush = QuadCannonVoiceCrush
VoiceEnter = QuadCannonVoiceMove
End
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Old 09-25-2005, 05:26 PM   #3 (permalink)
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Quote:
Originally Posted by NukeWinter";p=&quot View Post
Draw = W3DTankTruckDraw ModuleTag_01
Ya Beutey!

Next problem; is it possible to have more than 8 rotating wheels on a vehicle?
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Old 09-25-2005, 05:40 PM   #4 (permalink)
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yup, look at the tractor trailer in civilian ini files
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Old 09-26-2005, 04:20 AM   #5 (permalink)
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Nice, but... as much as I hate to say...
MidLeftMidTireBone and MidRightMidTireBone again gives me the unknown field errors
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Old 09-26-2005, 08:28 AM   #6 (permalink)
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The TankTruckDraw module is buggy as hell. For example you can't have 4 wheels in front and have them all work at the same time. Only the 2 on the very front work, those behind that don't. You can't have rear wheels on it either AFAIK.

Oh, and it should be MidLeftFront/MidLeftBack TireBone, but as I said only the first one is valid, and even then it doesn't work properly... :/
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Old 09-26-2005, 01:05 PM   #7 (permalink)
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Codecat? Immo? :rockbrow:

Anyways dude, any ideas on how to get these wheels and treads moving? I need 12 wheels! So far I got 7 of them rolling (odd number I know, not sure why, 4 on the left and 3 on the right rolling)...
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Old 09-26-2005, 02:57 PM   #8 (permalink)
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one idea is to make an animation for the moving condition state, but thats kinda buggy, cause the wheels won't have any suspension data on them.
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Old 09-26-2005, 04:59 PM   #9 (permalink)
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hm but you can do so... sure, it's very much work.
but there exist condition states for turning, look at the GLA combat bike.

but I also think, it would be buggy.
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Old 09-26-2005, 06:17 PM   #10 (permalink)
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Yes killa it's me.

What you could try (like I did) is split the model's wheels into several models, and use multiple Draw modules for the whole thing.
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