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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 02-22-2006, 08:00 AM   #1 (permalink)
Junior Member
 
Join Date: Feb 2006
Posts: 1
Default How to make BattleShip leave Rubble?

Hi, i am making a new map with a map.ini that gives the player battleships. I am modding the
Object AmericaVehicleBattleShipUSSBender
in the map.ini file and am trying to get it to leave rubble when it dies so it can sink. Problem is, it just disappears when it dies and leaves no rubble.

Has anyone managed to get the battleship to leave rubble?

Code:
 ReplaceModule ModuleTag_01
  Draw                   = W3DTankDraw ModuleTag_01_Override
    OkToChangeModelColor = Yes
    InitialRecoilSpeed   = 120
    MaxRecoilDistance    = 8
    RecoilSettleSpeed    = 6

    DefaultConditionState
    ;ConditionState       = NONE
      Model              = avbattlesh
      Animation          = avbattlesh.avbattlesh
      AnimationMode      = LOOP
      Turret             = Turret01
      TurretPitch        = TurretEL01
      TurretArtAngle     = 180  ; this turret has art pointed 180 degrees backward
      AltTurret          = Turret02
      AltTurretPitch     = TurretEL02
      WeaponFireFXBone   = PRIMARY Tur1Muzzle
      WeaponRecoilBone   = PRIMARY Tur1Barrel
      WeaponFireFXBone   = SECONDARY Tur2Muzzle
      WeaponRecoilBone   = SECONDARY Tur2Barrel
      WeaponFireFXBone   = TERTIARY Tur1Muzzle
      ParticleSysBone   = TreadFX02 BattleShipWaterRipples
      ParticleSysBone   = TreadFX03 BattleShipWaterRipples
      ParticleSysBone   = TreadFX04 BattleShipWaterRipples
    End

    ConditionState = MOVING OVER_WATER
      Model             = avbattlesh
      Animation          = avbattlesh.avbattlesh
      AnimationMode      = LOOP
      ParticleSysBone   = TreadFX01 AmphibWave
      ParticleSysBone   = TreadFX02 AmphibWave
      ParticleSysBone   = TreadFX03 AmphibWave
      ParticleSysBone   = TreadFX04 AmphibWave
      ParticleSysBone   = TreadFX05 AmphibWave
      ParticleSysBone   = TreadFX06 AmphibWave
      ParticleSysBone   = TreadFX07 AmphibWave
      ParticleSysBone   = TreadFX08 AmphibWave
      ParticleSysBone   = TreadFX09 AmphibWave
      ParticleSysBone   = TreadFX10 AmphibWave
      ParticleSysBone   = TreadFX11 AmphibWave
      ParticleSysBone   = TreadFX12 AmphibWave
    End

    ConditionState      = DAMAGED
      Model             = avbattlesh_D
      Animation         = avbattlesh_D.avbattlesh_D
      AnimationMode     = LOOP
      ParticleSysBone   = Turret01 SpectreGunshipFireLarge
      ParticleSysBone   = Turret02 SpectreGunshipFireLarge
      ParticleSysBone   = Turret01 SootySmokeColumn ;BeaconSmoke000000 ;SmokeLarge01
      ParticleSysBone   = Turret02 SootySmokeColumn ;BeaconSmoke000000 ;SmokeLarge01
    End

    ConditionState      = DAMAGED MOVING OVER_WATER
      Model             = avbattlesh_D
      Animation         = avbattlesh_D.avbattlesh_D
      AnimationMode     = LOOP
      ParticleSysBone   = Turret01 SpectreGunshipFireLarge
      ParticleSysBone   = Turret02 SpectreGunshipFireLarge
      ParticleSysBone   = Turret01 SootySmokeColumn ;BeaconSmoke000000 ;SmokeLarge01
      ParticleSysBone   = Turret02 SootySmokeColumn ;BeaconSmoke000000 ;SmokeLarge01
      ParticleSysBone   = TreadFX01 AmphibWave
      ParticleSysBone   = TreadFX02 AmphibWave
      ParticleSysBone   = TreadFX03 AmphibWave
      ParticleSysBone   = TreadFX04 AmphibWave
      ParticleSysBone   = TreadFX05 AmphibWave
      ParticleSysBone   = TreadFX06 AmphibWave
      ParticleSysBone   = TreadFX07 AmphibWave
      ParticleSysBone   = TreadFX08 AmphibWave
      ParticleSysBone   = TreadFX09 AmphibWave
      ParticleSysBone   = TreadFX10 AmphibWave
      ParticleSysBone   = TreadFX11 AmphibWave
      ParticleSysBone   = TreadFX12 AmphibWave
    End

    ConditionState      = REALLYDAMAGED
      Model             = avbattlesh_D1
      Animation         = avbattlesh_D1.avbattlesh_D1
      AnimationMode     = LOOP
      ParticleSysBone   = Turret01 FireStormBranch1 ;low broad napalm fire
      ParticleSysBone   = Turret02 FireStormBranch2 ;tall napalm fire
      ParticleSysBone   = Turret01 airCarrierSmoke ;tall thinner smoke from a fire;FireStormSmoke ; CINE_U05_SootySmokeColumn02 starts above origin so needs set low ;SmokeLarge01
      ParticleSysBone   = Turret02 airCarrierSmoke ;airCarrierDeckSmoke=big thick wide line of smoke from deck
    End

    ConditionState      = REALLYDAMAGED MOVING OVER_WATER
      Model             = avbattlesh_D1
      Animation         = avbattlesh_D1.avbattlesh_D1
      AnimationMode     = LOOP
      ParticleSysBone   = Turret01 FireStormBranch3
      ParticleSysBone   = Turret02 FireStormBranch2
      ParticleSysBone   = Turret01 airCarrierSmoke
      ParticleSysBone   = Turret02 airCarrierSmoke
      ParticleSysBone   = TreadFX01 AmphibWave
      ParticleSysBone   = TreadFX02 AmphibWave
      ParticleSysBone   = TreadFX03 AmphibWave
      ParticleSysBone   = TreadFX04 AmphibWave
      ParticleSysBone   = TreadFX05 AmphibWave
      ParticleSysBone   = TreadFX06 AmphibWave
      ParticleSysBone   = TreadFX07 AmphibWave
      ParticleSysBone   = TreadFX08 AmphibWave
      ParticleSysBone   = TreadFX09 AmphibWave
      ParticleSysBone   = TreadFX10 AmphibWave
      ParticleSysBone   = TreadFX11 AmphibWave
      ParticleSysBone   = TreadFX12 AmphibWave
    End

    ConditionState = RUBBLE
      Model = avbattlesh_D1
      Animation = avbattlesh_D1.avbattlesh_D1
      AnimationMode = LOOP
      ParticleSysBone   = Turret01 FireStormBranch3
      ParticleSysBone   = Turret02 FireStormBranch2
      ParticleSysBone   = Turret01 airCarrierSmoke
      ParticleSysBone   = Turret02 airCarrierSmoke
    End
    AliasConditionState = RUBBLE OVER_WATER
    AliasConditionState = RUBBLE MOVING
    AliasConditionState = RUBBLE MOVING OVER_WATER
    AliasConditionState = REALLYDAMAGED RUBBLE
    AliasConditionState = REALLYDAMAGED RUBBLE OVER_WATER
    AliasConditionState = REALLYDAMAGED RUBBLE MOVING OVER_WATER
    AliasConditionState = DYING
    AliasConditionState = DYING OVER_WATER
    AliasConditionState = DYING RUBBLE
    AliasConditionState = DYING REALLYDAMAGED RUBBLE
    AliasConditionState = DYING REALLYDAMAGED RUBBLE OVER_WATER
  End
 End
And this is the slow death behavior:

Code:
 AddModule ModuleTag_DeathSink_Override
  Behavior = SlowDeathBehavior ModuleTag_DeathSink
   DeathTypes = ALL
   SinkDelay = 5000 
   SinkRate = 2.0 ; in Dist/Sec 
   DestructionDelay = 30000
   DestructionDelayVariance = 5000
   OCL = FINAL OCL_GenericCarFloatDebris ;OCL_VeryLargeStructureDebris
  End
 End
I even tried this to no avail:

Code:
 AddModule ModuleTag_IWantRubble_Override
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
 End
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