 |
Forum Info
|
 |
Forum Members: 18,642
Total Threads: 8,744
Posts: 95,512
Administrators:
DeeZire, Redemption
There are currently 16 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-25-2005, 10:26 AM
|
#1 (permalink)
|
|
Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
|
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?
|
|
|
09-25-2005, 12:20 PM
|
#2 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
|
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
|
|
|
09-25-2005, 05:26 PM
|
#3 (permalink)
|
|
Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
|
Quote:
Originally Posted by NukeWinter";p="
Draw = W3DTankTruckDraw ModuleTag_01
|
Ya Beutey!
Next problem; is it possible to have more than 8 rotating wheels on a vehicle?
|
|
|
09-25-2005, 05:40 PM
|
#4 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
|
yup, look at the tractor trailer in civilian ini files
|
|
|
09-26-2005, 04:20 AM
|
#5 (permalink)
|
|
Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
|
Nice, but... as much as I hate to say...
MidLeftMidTireBone and MidRightMidTireBone again gives me the unknown field errors 
|
|
|
09-26-2005, 08:28 AM
|
#6 (permalink)
|
|
Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
|
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... :/
|
|
|
09-26-2005, 01:05 PM
|
#7 (permalink)
|
|
Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
|
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)...
|
|
|
09-26-2005, 02:57 PM
|
#8 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
|
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.
|
|
|
09-26-2005, 04:59 PM
|
#9 (permalink)
|
|
Senior Member
Join Date: Jun 2003
Location: Germany
Posts: 363
|
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.
|
|
|
09-26-2005, 06:17 PM
|
#10 (permalink)
|
|
Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
|
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.
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 01:51 AM.
|