hello to all, im new in this forum, well i have analysed the nukecanon code and ,model, dont know guess that is on of the most complex unit models in the game -or maybe is just me, anyway im new in modding-
well suposelly the nuke cannon use some resources to hide and show different W3D objects in the animation, so basically this is the code im interested for the nuke
Code:
*** ART Parameters ***
SelectPortrait = SNNukeCannon_L
ButtonImage = SNNukeCannon
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
InitialRecoilSpeed = 120
MaxRecoilDistance = 8
RecoilSettleSpeed = 6
OkToChangeModelColor = Yes
ExtraPublicBone = Turret01
DefaultConditionState
Model = NVNukeCn
WeaponLaunchBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TURRET01 ;Hide controlled turret
ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret
Turret = Turret01
TurretPitch = TurretEL
End
ConditionState = RUBBLE
Model = NVNukeCn_D
WeaponLaunchBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TURRET01 ;Hide controlled turret
ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret
Turret = Turret01
TurretPitch = TurretEL
End
;*** PACKED STATE -- ready to move ***
ConditionState = MOVING
Animation = NVNukeCn.NVNukeCn
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
AliasConditionState = BETWEEN_FIRING_SHOTS_A
;***
ConditionState = REALLYDAMAGED MOVING
Model = NVNukeCn_D
Animation = NVNukeCn_D.NVNukeCn_D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
;*** UNPACKING STATE -- preparing to fire ***
ConditionState = UNPACKING
Animation = NVNukeCn.NVNukeCn
AnimationMode = ONCE
End
AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;***
ConditionState = REALLYDAMAGED UNPACKING
Model = NVNukeCn_D
Animation = NVNukeCn_D.NVNukeCn_D
AnimationMode = ONCE
End
AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;*** PACKING STATE -- preparing to move ***
ConditionState = PACKING
Animation = NVNukeCn.NVNukeCn
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;***
ConditionState = REALLYDAMAGED PACKING
Model = NVNukeCn_D
Animation = NVNukeCn_D.NVNukeCn_D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;*** DEPLOYED STATE -- ready to fire ***
ConditionState = DEPLOYED
Animation = NVNukeCn.NVNukeCn
AnimationMode = ONCE
Flags = START_FRAME_LAST
TransitionKey = TRANS_FIRING_A
HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret
ShowSubObject = TURRET01 ;Show controlled turret
End
AliasConditionState = DEPLOYED FIRING_A
AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A
AliasConditionState = DEPLOYED RELOADING_A
AliasConditionState = DEPLOYED MOVING
ConditionState = DEPLOYED REALLYDAMAGED
Model = NVNukeCn_D
Animation = NVNukeCn_D.NVNukeCn_D
AnimationMode = ONCE
Flags = START_FRAME_LAST
TransitionKey = TRANS_FIRING_A
HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret
ShowSubObject = TURRET01 ;Show controlled turret
End
AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A
AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A
AliasConditionState = DEPLOYED REALLYDAMAGED MOVING
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 4.0 ; amount of tread texture to move per second
End ?>
then the questions start, these are the main
1-the flag dummy in the model have something to do with the flag variable??? and why must be placed in shuch position??
2-how the code hide the elements that arent specific, i mean there are two hide-show objects, the turret 01 and the front-back turret , but how the barrel and elevators, lifters and others get hided??? where is the link for all elemets??
3- how the game align the different elemests of the deploy animation, i mean if you see the model you will note that all the animated elemets move in different ways and arent centered with the main model, so how i align all them???
4-what is the meaning of the allias condition state?? is a confirmation string?? and what is the meaning of the DEPLOYED FIRING_A and other values?
thanks for your help