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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 05-01-2006, 04:53 PM   #1 (permalink)
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Default MLRS Problem

Hi, here is my MLRS:



problem is:

when it goes to retract from fireing position, the turret disappears...and other bugs...code soon to come... please help
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Old 05-01-2006, 04:56 PM   #2 (permalink)
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Default

;===========================================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
WeaponLaunchBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
HideSubObject = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 HOUSECOLOR06 HOUSECOLOR07 HOUSECOLOR08 HOUSECOLOR09 ;Hide controlled turret
Turret = Turret01
TurretPitch = TurretEL
End

ConditionState = RUBBLE
Model = NVNukeCn_D
WeaponLaunchBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
HideSubObject = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 HOUSECOLOR06 HOUSECOLOR07 HOUSECOLOR08 HOUSECOLOR09 ;Hide controlled turret
Turret = Turret01
TurretPitch = TurretEL
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
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 ;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
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 ;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 = 80
TurretPitchRate = 80
FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 5000 ; 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
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Old 05-01-2006, 05:12 PM   #3 (permalink)
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Default

First, using code blocks help when people want to scroll down to new posts.

Check the DefaultConditionState, you've hidden the turret & house color.

Code:
DefaultConditionState
Model = nvmlrs
WeaponLaunchBone = PRIMARY WeaponA
WeaponMuzzleFlash = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA

;;;; um... you hidden the turrets & house color stuff -.- ;;;;
HideSubObject = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 HOUSECOLOR06 HOUSECOLOR07 HOUSECOLOR08 HOUSECOLOR09

Turret = Turret01
TurretPitch = TurretEL
End
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Old 05-01-2006, 05:45 PM   #4 (permalink)
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Well, I think thats fixed, heh, nice vehicle though by the way.
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Old 05-01-2006, 06:16 PM   #5 (permalink)
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:Thx guys... [and comment IHM] im gonna test it some more and if i have more prolems i tell y'all
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Old 05-01-2006, 08:22 PM   #6 (permalink)
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WTF....lol code up there basically the same
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Old 05-02-2006, 08:55 AM   #7 (permalink)
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looks like you haven't rigged a muzzle bone, have you given it the turret logic too?
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Old 05-02-2006, 10:02 AM   #8 (permalink)
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He gave it the DeplyStyleAIUpdate with a turret, so yea, I can't help, never used it my self.
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Old 05-02-2006, 05:41 PM   #9 (permalink)
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I cant find an appropiate place to name the turret...what should i name the turret so that the launcher box can twist and raise but not move off of the vehicle?

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Old 05-02-2006, 07:27 PM   #10 (permalink)
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according to the code:
Code:
Turret = Turret01
TurretPitch = TurretEL
so select the object on use the right bar goto modify tab and edit the name textbox on the very top.



--"Box01"-- on this image...

in a hurry... sorry about typos and stuff.
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