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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 11-18-2005, 05:22 PM   #11 (permalink)
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well, is this right? Cause it seems this seems to be causeing tech diff...but i dunno it may also be something else:

ConditionState = FIRING_A
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
WeaponHideShowBone = SECONDARY Missile
End
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Old 11-18-2005, 08:24 PM   #12 (permalink)
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It might be because you put it in the FIRING_A condition state. Stick it in DefaultConditionState and see if it still gives you errors.
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Old 11-18-2005, 11:31 PM   #13 (permalink)
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OK...thanx man...
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Old 11-22-2005, 02:25 PM   #14 (permalink)
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Ok, im still having porblems...so i will paste the new, modified code...and i will paste in portions to make easier to read...


Portion 1 :The w3d model and bones [The Object]
================================================== ===
================================================== ===

Object EMCJetFlanker

; *** ART Parameters ***
SelectPortrait = F16Cameo
ButtonImage = F16Cameo

;UpgradeCameo1 = Upgrade_AmericaLaserMissiles
;UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = su37
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
WeaponHideShowBone = PRIMARY Missile
End

ConditionState = JETEXHAUST
Model = su37
; exhaust
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
End

ConditionState = JETEXHAUST JETAFTERBURNER
Model = su37
; exhaust
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = REALLYDAMAGED
Model = su37
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

OkToChangeModelColor = Yes

End

================================================== ==
================================================== ==

Portion 2: Design Parameters

; ***DESIGN parameters ***
DisplayName = OBJECT:F16
EditorSorting = VEHICLE
Side = EMC
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 380
Prerequisites
Object = EMCAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY LRAAM
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
BuildCost = 900
BuildTime = 11
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 = 1 ;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 = AmericaJetRaptorCommandSet

================================================== ==
================================================== ==

Portion 3 : Audio Parameters

; *** AUDIO Parameters ***
VoiceSelect = ColonelBurtonVoiceDemoChargeTaunt
SoundDie = RaptorVoiceFalling
SoundAmbient = FalconAmbientLoop
End

================================================== ==
================================================== ==

Portion 4: Engineering Parameters


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 360.0
InitialHealth = 360.0
End

================================================== ==
================================================== ==

Portion 5: Behaviors and such

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_JetDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = PhysicsBehavior ModuleTag_07
Mass = 702.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off
TakeoffPause = 900
MinHeight = 35
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL Su37JetLocomotor
Locomotor = SET_TAXIING SU37JetTaxiLocomotor

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

Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End






Can you find any problems that would cause me to get a uncaught error in the initialization of the game?
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Old 11-24-2005, 01:54 PM   #15 (permalink)
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Well, it fires the missiles, only problem is, the ones attached to the model dont disappear after he launches em...so basically, it just spawns missiles over missiles without any dissappearing...how do i make the missiles on the model disappear when the plane launches them? Here is the code i have for the model and everything...

Object EMCJetFlanker

; *** ART Parameters ***
SelectPortrait = F16Cameo
ButtonImage = F16Cameo

;UpgradeCameo1 = Upgrade_AmericaLaserMissiles
;UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

ExtraPublicBone = WeaponA01
ExtraPublicBone = WeaponA02
ExtraPublicBone = WeaponA03
ExtraPublicBone = WeaponA04
ExtraPublicBone = WeaponA05
ExtraPublicBone = WeaponA06

DefaultConditionState
Model = su37
HideSubObject = BurnerFX01 BurnerFX02
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponHideShowBone = PRIMARY Missile Missile01 Missile02 Missile03 Missile04 Missile05
End

ConditionState = JETEXHAUST
Model = su37
; exhaust
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
End

ConditionState = JETEXHAUST JETAFTERBURNER
Model = su37
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
ParticleSysBone = Smoke03 TakeoffExhaust
End

ConditionState = REALLYDAMAGED
Model = su37
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
End

OkToChangeModelColor = Yes

End
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Old 11-24-2005, 06:27 PM   #16 (permalink)
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Why are you trying to launch the missiles from one bone and have a seperate bone do the hiding afterwards?
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Old 11-25-2005, 01:53 AM   #17 (permalink)
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no..what im trying to do is have one missile fire, and doing this means i have to spawn one in its place, well i want the original missile attached to the plane to disappear right as the plane launches the spawned missile so it looks like the plane is launching the missile attached to itself... i havent done this before, so i'm no quite sure how to do it

now this is what i have:


There are 6 missiles attached to the su37, and their names are MISSILE, MISSILE01 -MISSILE05. Then i have 6 bones inside each missile and they are: WeaponA01-WeaponA06.
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Old 11-25-2005, 09:36 AM   #18 (permalink)
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easy fix, i think. set the pivots of missile01-06 to the locations of weapona01-06, delete those, and tell the missiles to launch from missile01-06. (rename your missile bones to be 01-06)
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Old 11-25-2005, 10:09 AM   #19 (permalink)
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Quote:
Originally Posted by SmokeyDaBear";p=&quot View Post
no..what im trying to do is have one missile fire, and doing this means i have to spawn one in its place, well i want the original missile attached to the plane to disappear right as the plane launches the spawned missile so it looks like the plane is launching the missile attached to itself... i havent done this before, so i'm no quite sure how to do it

now this is what i have:


There are 6 missiles attached to the su37, and their names are MISSILE, MISSILE01 -MISSILE05. Then i have 6 bones inside each missile and they are: WeaponA01-WeaponA06.
You dont need to do that. You can have the missile objects themselves as the launch bones and the hide bones. If you make a clone of the missile object as the projectile model (so the pivot is in the exact same place on the object), then the missiles attached to the wings will create and fire a projectile missile on their exact spot and hide themselves at the same time.

EDIT= oops, didn't read NukeWinter's post, he said pretty much the same thing :P
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Old 11-25-2005, 01:41 PM   #20 (permalink)
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ok so what i should do is have 6 missiles, and 0 WeaponA's. And for the launched missile, I should have the missile in the exact same spot as the one on the model. And the launch bone, instead of being WeaponA, it will be Missile01-06...?


please excuse me if i seem a lil dumb...i been dumbfounded all week...
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