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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 05-02-2006, 10:32 PM   #11 (permalink)
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well the problem isnt so much how to name it but what... you see this is the modified code:

Code:
;===========================================CHINA MLRS VEHICLE=================================================
Object ChinaVehicleMLRS

  ; *** ART Parameters ***
  SelectPortrait         = SNNukeCannon_L
  ButtonImage            = SNNukeCannon
  
  ;UpgradeCameo1 = NONE
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  Draw = W3DTankDraw ModuleTag_01

    OkToChangeModelColor = Yes

    DefaultConditionState
      Model                           = nvmlrs
      Turret            = TURRET01
      TurretPitch       = TURRETEL
      WeaponLaunchBone  = PRIMARY   WeaponA
      WeaponFireFXBone  = PRIMARY   WeaponA
      HideSubObject                   = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 TURRET01 HOUSECOLOR06 HOUSECOLOR07 HOUSECOLOR08 HOUSECOLOR09     ;Hide controlled turret
      ShowSubObject                   = LAUNCHER09 LAUNCHER10 LAUNCHER11 LAUNCHER12 LAUNCHER13 LAUNCHER14 LAUNCHER15 LAUNCHER16 WEAPONA       ;Show pack/unpack animated turret
    End
      
    ConditionState                    = RUBBLE
      Model                           = NVNukeCn_D
      Turret            = TURRET01
      TurretPitch       = TURRETEL
      WeaponLaunchBone  = PRIMARY   WeaponA
      WeaponFireFXBone  = PRIMARY   WeaponA        
      HideSubObject                   = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 TURRET01HOUSECOLOR08 HOUSECOLOR09 HOUSECOLOR06 HOUSECOLOR07     ;Hide controlled turret
      ShowSubObject                   = LAUNCHER09 LAUNCHER10 LAUNCHER11 LAUNCHER12 LAUNCHER13 LAUNCHER14 LAUNCHER15 LAUNCHER16 WEAPONA       ;Show pack/unpack animated turret
    End

    ;*** PACKED STATE -- ready to move ***
    ConditionState    = MOVING
      Animation       = nvmlrs.nvmlrs
      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           = nvmlrs
      Animation       = nvmlrs.nvmlrs
      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       = nvmlrs.nvmlrs
      AnimationMode   = ONCE
    End
    AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
    ;***
    ConditionState    = REALLYDAMAGED UNPACKING
      Model           = nvmlrs
      Animation       = nvmlrs.nvmlrs
      AnimationMode   = ONCE
    End
    AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay

    ;*** PACKING STATE -- preparing to move ***
    ConditionState    = PACKING
      Animation       = nvmlrs.nvmlrs
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_LAST
    End

    AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
    ;***
    ConditionState    = REALLYDAMAGED PACKING
      Model           = nvmlrs
      Animation       = nvmlrs.nvmlrs
      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 
      Turret            = TURRET01
      TurretPitch       = TURRETEL
      WeaponLaunchBone  = PRIMARY   WeaponA
      WeaponFireFXBone  = PRIMARY   WeaponA    
      Animation       = nvmlrs.nvmlrs
      AnimationMode   = ONCE
      Flags           = START_FRAME_LAST
      TransitionKey   = TRANS_FIRING_A
      HideSubObject   = LAUNCHER09 LAUNCHER10 LAUNCHER11 LAUNCHER12 LAUNCHER13 LAUNCHER14 LAUNCHER15 LAUNCHER16 HOUSECOLOR08 HOUSECOLOR09 HOUSECOLOR06 HOUSECOLOR07       ;Hide pack/unpack animated turret
      ShowSubObject   = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 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           = nvmlrs
      WeaponLaunchBone                = PRIMARY WeaponA
      WeaponFireFXBone                = PRIMARY WeaponA
      Animation       = nvmlrs.nvmlrs
      AnimationMode   = ONCE
      Flags           = START_FRAME_LAST
      TransitionKey   = TRANS_FIRING_A
      HideSubObject   = LAUNCHER09 LAUNCHER10 LAUNCHER11 LAUNCHER12 LAUNCHER13 LAUNCHER14 LAUNCHER15 LAUNCHER16 HOUSECOLOR08 HOUSECOLOR09 HOUSECOLOR06 HOUSECOLOR07       ;Hide pack/unpack animated turret
      ShowSubObject   = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 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

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:NukeLauncher
  Side = China
  EditorSorting   = VEHICLE
  TransportSlotCount = 10                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY MLRSRockets
    AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  End
  ArmorSet
    Conditions      = None
    Armor           = TankArmor
    DamageFX        = TankDamageFX
  End
  BuildCost       = 1600
  BuildTime       = 16.0          ;in seconds    
  VisionRange     = 280
  ShroudClearingRange = 390
  Prerequisites
    Object = ChinaWarFactory
  End

  ExperienceValue = 50 100 200 400    ;Experience point value at each level
  ExperienceRequired = 0 400 600 1000  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet    = GenericCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect           = NukeCannonVoiceSelect
  VoiceMove             = NukeCannonVoiceMove
  VoiceGuard            = NukeCannonVoiceMove
  VoiceAttack           = NukeCannonVoiceAttack
  SoundMoveStart        = NukeCannonMoveStart
  SoundMoveStartDamaged = NukeCannonMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate         = NukeCannonVoiceCreate
    TurretMoveStart     = NoSound
    TurretMoveLoop      = NukeCannonTurretMoveLoop
    VoiceEnter          = NukeCannonVoiceMove
    Deploy              = NukeCannonDeploy
    Undeploy            = NukeCannonUnDeploy
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 240.0
    InitialHealth   = 240.0
  End

  Behavior = DeployStyleAIUpdate ModuleTag_04
    Turret
      TurretTurnRate        = 40
      TurretPitchRate       = 80
      FirePitch             = 35            ; Instead of aiming pitchwise at the target, it will aim here
      AllowsPitch           = Yes
      RecenterTime          = 8000         ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY
      NaturalTurretAngle    = 0
      InitiallyDisabled     = Yes
    End
    AutoAcquireEnemiesWhenIdle = No
    PackTime = 3333
    UnpackTime = 3333
    TurretsFunctionOnlyWhenDeployed = Yes
    TurretsMustCenterBeforePacking = Yes
  End

  Locomotor = SET_NORMAL ChinaNukeCannonLocomotor
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 50.0
  End

  Behavior = SlowDeathBehavior ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay  = 500
    DestructionDelayVariance  = 100
    FX  = INITIAL  FX_BattleMasterExplosionOneFinal
    OCL = INITIAL  OCL_RadiationFieldSmall
    OCL = MIDPOINT OCL_ChinaVehicleNukeCannonDie
    OCL = FINAL    OCL_RadiationFieldSmall
    FX  = FINAL    FX_ChinaVehicleNukeCannonDeathExplosion
  End
    
  Behavior                 = TransitionDamageFX ModuleTag_10
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
  End

  Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 32.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 17.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    

End









and the same problem still occurs..if you see the picture above, those spheres inside the top box are WEAPONA bones... i got the turret and turretel thing down...now i just gotta make the weapons come out the box instead of the center of the vehicle
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Old 05-02-2006, 10:39 PM   #12 (permalink)
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Should i add the "ExtraPublicBone" module? What will that do?








* Sorry bout double post...it wouldnt let me edit my other one
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Old 05-03-2006, 01:48 PM   #13 (permalink)
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Also look at the rocket buggy thing for how they've done multiple rockets...
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Old 05-03-2006, 03:44 PM   #14 (permalink)
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thx...but the problem is...my code is almost identical to it...
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Old 05-04-2006, 03:47 PM   #15 (permalink)
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When you mean you named them WeaponA bones, you mean you named them like WeaponA01, WeaponA02, WeaponA03, etc. right?
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Old 05-04-2006, 04:38 PM   #16 (permalink)
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yea.... WeaponA01-WeaponA25 i believe
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Old 05-04-2006, 06:28 PM   #17 (permalink)
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Code is one thing...

Do you have bones on the model with those names?
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Old 05-05-2006, 06:24 PM   #18 (permalink)
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pertty sure...cause what i eventually did was imported the rocket buggy and deleted the chassis and stuff and stole all the bones... then renamed em all WEAPONA instead of WEAPONA AND B
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Old 05-06-2006, 04:22 PM   #19 (permalink)
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is the bones actually marked as bones in the w3d properties? Some w3d importers don't mark them as bones.
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Old 05-06-2006, 05:34 PM   #20 (permalink)
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dont worry guys...i got it to work... what i did was completely copied the nuke cannon, deleted all the mesh, took the bones, and copied them and applied them to my MLRS...dont tell me why that never worked the first time...
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