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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 11-26-2005, 02:18 PM   #21 (permalink)
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Ok...check this out...i got ONE of the missiles to fire...but not ALL of them...here is the new code...


; *** ART Parameters ***
SelectPortrait = Rank_Commander_China
ButtonImage = Rank_Commander_China

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

Draw = W3DModelDraw ModuleTag_01

ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

DefaultConditionState
Model = su37
HideSubObject = BurnerFX01 BurnerFX02
WeaponFireFXBone = PRIMARY Missile01 Missile02 Missile03 Missile04 Missile05 Missile06
WeaponHideShowBone = PRIMARY Missile01 Missile02 Missile03 Missile04 Missile05 Missile06
End

ConditionState = JETEXHAUST
Model = su37
; exhaust
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponHideShowBone = PRIMARY Missile01 Missile02 Missile03 Missile04 Missile05 Missile06
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

ConditionState = USING_WEAPON_A
Model = su37
HideSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponHideShowBone = PRIMARY Missile01 Missile02 Missile03 Missile04 Missile05 Missile06
End

OkToChangeModelColor = Yes

End
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Old 11-26-2005, 03:38 PM   #22 (permalink)
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My memory is a bit sketchy here, but dont you have to declare the hide/show bones with 'extrapublicbone'?

ALso:
WeaponHideShowBone = PRIMARY Missile01 Missile02 Missile03 Missile04 Missile05 Missile06

should be:
WeaponHideShowBone = PRIMARY Missile

it will automatically iterate through the missiles 1-6.THis is why you dont call the first bone 'missile' and instead call it 'missile01'.If the first bone was just 'missile', there would be no iteration.
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Old 11-26-2005, 05:43 PM   #23 (permalink)
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AHHHH i gotcha...i think i understand what must be done now...thanx man...
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Old 11-26-2005, 07:03 PM   #24 (permalink)
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Still dont work

Object EMCJetFlanker

; *** ART Parameters ***
SelectPortrait = Rank_Commander_China
ButtonImage = Rank_Commander_China

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

Draw = W3DModelDraw ModuleTag_01

ExtraPublicBone = Missile01
ExtraPublicBone = Missile02
ExtraPublicBone = Missile03
ExtraPublicBone = Missile04
ExtraPublicBone = Missile05
ExtraPublicBone = Missile06

ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

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

ConditionState = JETEXHAUST
Model = su37
; exhaust
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponHideShowBone = PRIMARY Missile
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

ConditionState = USING_WEAPON_A
Model = su37
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponHideShowBone = PRIMARY Missile
End

OkToChangeModelColor = Yes

End
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Old 11-27-2005, 12:58 AM   #25 (permalink)
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You should have WeaponLaunchBone = Missile set for the DefaultConditionState. Also, you can get rid of all the weapon bone information for all the specific ConditionStates (since they should be declared in DefaultConditionState) and remove the USING_WEAPON_A ConditionState.
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