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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 12-20-2005, 05:05 PM   #1 (permalink)
Junior Member
 
Join Date: Jan 2005
Posts: 26
Default Amphibious unit not working as it should

I made a GLA unit amphibious using coolfile's amphibious troop crawler tutorial. However, I think all I did was change the model used and remove the animation. But now the water wave particle fx thing is used on land as well! Here is the code I have for the unit:



Code:
;------------------------------------------------------------------------------
Object GLATankSeaSnake

  ; *** ART Parameters ***
  SelectPortrait         = SUScorpion_L
  ButtonImage            = SUScorpion
  
;  UpgradeCameo1 = Upgrade_GLAScorpionRocket
;  UpgradeCameo2 = Upgrade_GLAAPRockets
  UpgradeCameo3 = Upgrade_GLAToxinShells
  UpgradeCameo4 = Upgrade_GLAJunkRepair
  UpgradeCameo5 = Upgrade_GLAAnthraxBeta
  
  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes

;    ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
 
; ------------ Normal  
    DefaultConditionState
      Model = UVSeaScorp
      Turret = Turret01 ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks
      ; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack!
;      HideSubObject = MissleRack01 MissleRack02 TurretUP01; MissileRack misspelled in the Art
      WeaponFireFXBone    = PRIMARY TurretMS
      WeaponRecoilBone    = PRIMARY Barrel
;      WeaponMuzzleFlash   = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End

    ConditionState = REALLYDAMAGED
      Model = UVSeaScorp
    End
    AliasConditionState = RUBBLE
    
    ConditionState       = OVER_WATER
      Model              = UVSeaScorp
;      Animation          = NVTCrawler.NVTCrawler_W
;      AnimationMode      = LOOP
      ParticleSysBone    = TreadFX01 AmphibWaveRest
      ParticleSysBone    = TreadFX02 AmphibWaveRest
    End

    ConditionState       = REALLYDAMAGED OVER_WATER
      Model              = UVSeaScorp
;      Animation          = NVTCrawler.NVTCrawler_W
;      AnimationMode      = LOOP
      ParticleSysBone    = TreadFX01 AmphibWaveRest
      ParticleSysBone    = TreadFX02 AmphibWaveRest
    End

    ConditionState       = OVER_WATER MOVING
      Model              = UVSeaScorp
;      Animation          = NVTCrawler.NVTCrawler_W
;      AnimationMode      = LOOP
      ParticleSysBone    = TreadFX01 AmphibWave
      ParticleSysBone    = TreadFX02 AmphibWave
    End

    ConditionState       = REALLYDAMAGED OVER_WATER MOVING
      Model              = UVSeaScorp
;      Animation          = NVTCrawler.NVTCrawler_W
;      AnimationMode      = LOOP
      ParticleSysBone    = TreadFX01 AmphibWave
      ParticleSysBone    = TreadFX02 AmphibWave
    End
    ;½لتّ

    TrackMarks = EXTnkTrack.tga
    TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Scorpion
  Side                  = GLA
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY ScorpionTankGun
    Weapon = SECONDARY None
  End

  ArmorSet
    Conditions      = None
    Armor           = TankArmor
    DamageFX        = TankDamageFX
  End
  BuildCost       = 600
  BuildTime       = 7.0          ;in seconds    
  VisionRange     = 125
  ShroudClearingRange = 300
  Prerequisites
    Object = GLAArmsDealer
  End

  ExperienceValue = 60 60 120 200    ;Experience point value at each level
  ExperienceRequired = 0 100 200 400  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;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      = GLATankScorpionCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = ScorpionTankVoiceSelect
  VoiceMove = ScorpionTankVoiceMove
  VoiceAttack = ScorpionTankVoiceAttack
  SoundMoveStart = ScorpionTankMoveStart
  SoundMoveStartDamaged = ScorpionTankMoveStart
  VoiceGuard = ScorpionTankVoiceMove

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = ScorpionTankVoiceCreate
    ;TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    VoiceEnter = ScorpionTankVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 370.0
    InitialHealth   = 370.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 740
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 100
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL ScorpionLocomotor TroopCrawlerWaterLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End
  Behavior = AutoHealBehavior ModuleTag_05
    HealingAmount = 2
    HealingDelay = 1000 ; msec
    TriggeredBy = Upgrade_GLAJunkRepair
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 50
    DestructionDelay = 2000
    DestructionDelayVariance = 300
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_ScorpionTankDeathEffect 
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
  End

  Behavior = WeaponSetUpgrade ModuleTag_07
    TriggeredBy = Upgrade_GLAScorpionRocket
  End

  Behavior = DestroyDie ModuleTag_09
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_12
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End
  
  Behavior                 = TransitionDamageFX ModuleTag_13
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  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
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 9.0
  GeometryHeight = 10.5    
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME   
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
Could someone tell me how to fix my unit please?
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Old 12-20-2005, 06:45 PM   #2 (permalink)
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Join Date: Aug 2003
Posts: 134
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I'm not sure about these things will fix your problem (gee I'm never certain), but you can try:

- does your new model have TreadFX01 and TreadFX02 bones?

- try adding:
Code:
ParticleSysBone    = TreadFX01 none
ParticleSysBone    = TreadFX02 none
to the default condition state.

- try hiding TreadFX01 and TreadFX02 bones in the default condition state.


As a side note, you don't need to specify the model in each condition state if it is the same as the default condition state. The default condition state will automatically plug in its data into each condition state unless something in that condition state overrides it.
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Old 12-20-2005, 06:58 PM   #3 (permalink)
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The problem is that the code lacks a pure MOVING ConditionState. You should create one and either have no ParticleSysBone lines (for no particle effects) or add them and specify a land-appropriate trailing effectm, such as dust clouds.
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Old 12-21-2005, 04:22 AM   #4 (permalink)
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Quote:
Originally Posted by CommieDog
The problem is that the code lacks a pure MOVING ConditionState. You should create one and either have no ParticleSysBone lines (for no particle effects) or add them and specify a land-appropriate trailing effectm, such as dust clouds.
Thanks, it worked exactly as I wanted it to.
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