logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842

Administrators:
DeeZire, Redemption

There are currently 23 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 02-13-2006, 10:35 PM   #1 (permalink)
Senior Member
 
Join Date: Jun 2003
Location: Texas
Posts: 709
Send a message via ICQ to Vanguard Send a message via AIM to Vanguard Send a message via MSN to Vanguard Send a message via Yahoo to Vanguard
Default Mismatch

Ok, now seeing as how I'm desperate, I'll be posting this everywhere including here.

For some reason my Comanche's cause a mismatch online when they die. Not sure why. Here's the art code, cause that's what's causing it for sure.

Code:
  Draw = W3DModelDraw ModuleTag_01
    ProjectileBoneFeedbackEnabledSlots = SECONDARY; WeaponLaunchBone will be shown/hidden, not just used for firing offset

    DefaultConditionState
      Model             = AVComanche
      HideSubObject     = MissileUpgrade
      Animation         = AVComanche.AVComanche
      AnimationMode     = LOOP
      Turret            = CHOPPER
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = PRIMARY Muzzle
      TransitionKey     = TRANS_IdleNormal
    End

    TransitionState   = TRANS_IdleNormal TRANS_AttackingNormal
      Model           = AVComanche_A
      Animation       = AVComanche_A.AVComanche_A
      AnimationMode   = ONCE
    End

    ConditionState = ATTACKING USING_WEAPON_B
      Model            = AVComanche_A2
      Animation        = AVComanche_A2.AVComanche_A2
      WeaponLaunchBone = SECONDARY WeaponA
      TransitionKey    = TRANS_AttackingNormal
    End

    TransitionState   = TRANS_AttackingNormal TRANS_IdleNormal
      Model           = AVComanche_A
      Animation       = AVComanche_A.AVComanche_A
      AnimationMode   = ONCE_BACKWARDS
    End
    AliasConditionState = RELOADING_B

    ConditionState = REALLYDAMAGED
      Model           = AVComanche_d
      Animation       = AVComanche_d.AVComanche_d
      AnimationMode   = LOOP
      TransitionKey   = TRANS_IdleDamaged
    End

    TransitionState   = TRANS_IdleDamaged TRANS_AttackingDamaged
      Model           = AVComanche_AD
      Animation       = AVComanche_AD.AVComanche_AD
      AnimationMode   = ONCE
    End

    ConditionState = ATTACKING USING_WEAPON_B REALLYDAMAGED
      Model            = AVComanche_A2
      Animation        = AVComanche_A2.AVComanche_A2
      WeaponLaunchBone = SECONDARY WeaponA
      TransitionKey    = TRANS_AttackingDamaged
    End

    TransitionState   = TRANS_AttackingDamaged TRANS_IdleDamaged
      Model           = AVComanche_AD
      Animation       = AVComanche_AD.AVComanche_AD
      AnimationMode   = ONCE_BACKWARDS
    End
    AliasConditionState = RELOADING_B REALLYDAMAGED

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      ShowSubObject     = MissileUpgrade
      Animation         = AVComanche.AVComanche
      AnimationMode     = LOOP
      WeaponFireFXBone  = TERTIARY WeaponB
      WeaponLaunchBone  = TERTIARY WeaponB
      TransitionKey     = TRANS_IdleUpNormal
    End

    TransitionState   = TRANS_IdleUpNormal TRANS_AttackingUpNormal
      Model           = AVComanche_A
      Animation       = AVComanche_A.AVComanche_A
      AnimationMode   = ONCE
      ShowSubObject   = MissileUpgrade
    End

    ConditionState = ATTACKING USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE
      Model            = AVComanche_A2
      Animation        = AVComanche_A2.AVComanche_A2
      WeaponLaunchBone = SECONDARY WeaponA
      TransitionKey    = TRANS_AttackingUpNormal
      ShowSubObject    = MissileUpgrade
    End

    TransitionState   = TRANS_AttackingUpNormal TRANS_IdleUpNormal
      Model           = AVComanche_A
      Animation       = AVComanche_A.AVComanche_A
      AnimationMode   = ONCE_BACKWARDS
      ShowSubObject   = MissileUpgrade
    End
    AliasConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE

    ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
      Model             = AVComanche_d
      ShowSubObject     = MissileUpgrade
      Animation         = AVComanche_d.AVComanche_d
      AnimationMode     = LOOP
      WeaponFireFXBone  = TERTIARY WeaponB
      WeaponLaunchBone  = TERTIARY WeaponB
      TransitionKey     = TRANS_IdleUpDamaged
    End

    TransitionState   = TRANS_IdleUpDamaged TRANS_AttackingUpDamaged
      Model           = AVComanche_AD
      Animation       = AVComanche_AD.AVComanche_AD
      AnimationMode   = ONCE
      ShowSubObject   = MissileUpgrade
    End

    ConditionState = ATTACKING USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model            = AVComanche_A2
      Animation        = AVComanche_A2.AVComanche_A2
      WeaponLaunchBone = SECONDARY WeaponA
      TransitionKey    = TRANS_AttackingUpDamaged
      ShowSubObject    = MissileUpgrade
    End

    TransitionState   = TRANS_AttackingUpDamaged TRANS_IdleUpDamaged
      Model           = AVComanche_AD
      Animation       = AVComanche_AD.AVComanche_AD
      AnimationMode   = ONCE_BACKWARDS
      ShowSubObject   = MissileUpgrade
    End
    AliasConditionState = RELOADING_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE

    ConditionState = RUBBLE
      Model             = AVComanche_d
      Animation         = AVComanche_d.AVComanche_d
      AnimationMode     = LOOP
    End

    ConditionState = RUBBLE SPECIAL_DAMAGED
      Model             = AVComanche_d
      HideSubObject     = AVComanche_Prop
    End

    OkToChangeModelColor = Yes
  End
Incase you are wondering what all those TransitionStates are for, it's because it has weapon bays. It is coolfiles model, except mine don't use the bays as a seperate object because they never attack with the weapon bays when they were told too.
Vanguard is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-14-2006, 04:06 AM   #2 (permalink)
Senior Member
 
Join Date: Jul 2003
Location: Germany
Posts: 303
Default

I'm not sure whether this really helps but from the "ChinaJetMIG" we have that quote:

Code:
;HideSubObject is needed cause there're inherited from default condition state      
      HideSubObject       = None 
      ShowSubObject       = None
If that doesn't help, I'd reduce the artwork further on so that you only have DefaultConditionState and then add one ConditionState after the other, maybe you're able to point down the troublemaker.
2312222 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-14-2006, 01:43 PM   #3 (permalink)
Senior Member
 
Join Date: Jun 2003
Location: Texas
Posts: 709
Send a message via ICQ to Vanguard Send a message via AIM to Vanguard Send a message via MSN to Vanguard Send a message via Yahoo to Vanguard
Default

Yeah, that's what I got on a different forum, Hunter also said he's help me too. Maybe.
Vanguard is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Friend having Major Mismatch Issues! SmokeyDaBear Generals & Zero Hour Editing 3 07-17-2005 06:39 PM
Zero Hour: Any way to cheat and avoid player mismatch error? DigitalAddict Generals & Zero Hour Editing 1 10-11-2003 02:47 AM
game mismatch Godwin Generals & Zero Hour Editing 11 06-17-2003 10:28 AM


All times are GMT -4. The time now is 09:20 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.