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