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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Locomotor Switch method AND animations combined

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

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Old 03-02-2006, 11:29 AM   #1 (permalink)
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Default Locomotor Switch method AND animations combined

//EDIT: topic renamed from
DeployStyle with a flying unit



I have built a flying unit like a comanche and now I want to add a deploy logic like the nuke cannon has to this object with an animation.
But how must I do it correctly?
The main problem is that I want to have this object landed on earth and unpacked its turret. First I made it completely with an animation but the bone what the enemies attack then is above the object and you can't really select this unit. So I'm forced to do it without any landing animation. I hope that works... :scared:

Any hints?
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Old 03-03-2006, 02:11 PM   #2 (permalink)
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This just a though but... cant you make a button to in the commandset to switch locomotors and the new locomotor has "Surfaces = GROUND" in it, this should let it land and possibly stay there intill switches back to other locomotor?
Like i said.. just a thought, dont know if it works?
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Old 03-03-2006, 02:30 PM   #3 (permalink)
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You can't remove locomoter upgrades.
The best wat to do it is to use the replace object logic, contact me on MSN for full details.
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Old 03-03-2006, 06:52 PM   #4 (permalink)
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hm. I can't use any replace logic. The main object is not allowed to die or to be replaced by any other because it is only buildable 1 time like any hero (col. Butorn, BL, Jarmen Kell). So with replace logic the build-button for this unit would re-enabled after the default object is gone and the replaced one appears... It seems to be hopeless, right?
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Old 03-04-2006, 12:01 AM   #5 (permalink)
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I see your point, in that case i don't know what to tell you.
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Old 03-04-2006, 05:30 AM   #6 (permalink)
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what I also thought:
could it be done via upgrade-button? Like the drone upgrades of the USA tanks. After the drone is dead a module re-enables the upgrade-button (upgrade dies) and the drone is buildable again. Think, I'll give it a go since I've time... but is there anything I must consider? For example, one of these flying objects should be built 3 time instead of one time only (think that could create new problems)
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Old 03-04-2006, 08:11 AM   #7 (permalink)
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I'd try to use the CombatBike logic, it's "RiderChangeContain". Should be possible to achieve what you want that way.

You can check sleipnirstuff.com for a tutorial.
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Old 03-04-2006, 11:17 AM   #8 (permalink)
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Yep, bike logic is the way to go as 2312222 mentioned.

Its quite simple really, basically you'll have two special objects that take the place of a 'rider', one sets the flying locomotor, the other the ground.

You can switch between the two by using an Overlord style OCL upgrade, by that I mean an OCL upgrade which OCLs the object INSIDE the vehicle.
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Old 03-04-2006, 02:31 PM   #9 (permalink)
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ok thx. I'll give it a go
and can I also make a "landing" animation via ConditionState triggers when I switch from AirLocomotor to GroundLocomotor?





//EDIT:

Great!!! The locomotor switch works fine *happy*

But one new problem is the animation now.
The ConditionState RIDER1 is the state when the unit is flying, RIDER2 is for the ground locomotor, the landing of the unit.
So, I included the animation tags and it works indeed... BUT only once (the first time when it lands and then when it prepares to fly again).

I tried to have the LocomotorDummies died immediately after they appear but it also didn't work...

Any ideas how to get the animations always and not only once? :/
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Old 03-05-2006, 08:14 AM   #10 (permalink)
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Hmm, interesting. I had a problem with that, too. I couldn't get a particle system to fade when switching from one RIDER to another state.

I'm not sure whether this helps but if you divide your DrawModules into several sections so that the animated part is not part of the core unit (where all the muzzlefx and launchbones etc. are set) but it is just an additional DrawModule attached to the parent object. Check the GLA technical for that.
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