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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 08-02-2006, 02:27 PM   #1 (permalink)
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Default Barrel Wont Raise

Hey, I got this Mobile Artillery Cannon for one of the armies on my mod...and... the cannon always fires from the turret, instead of the barrel...I dont get it, I named everything correctly [turret,turretel,barrel] and everything but it still refuses to raise the cannon... I will post the code here...

Code:
;------------------------------------------------------------------------------
Object AvaVehicleArtilleryCannon

  ; *** ART Parameters ***
  SelectPortrait         = AvaArtillery
  ButtonImage            = AvaArtillery
  
  UpgradeCameo1 = Upgrade_ChinaBlackNapalm
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw                    = W3DTankDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    ConditionState        = NONE
      Model               = avaartil
      Turret              = Turret
      TurretPitch         = TurretEL
      WeaponFireFXBone    = PRIMARY TurretMS
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      WeaponFireFXBone    = SECONDARY TurretMS
      WeaponRecoilBone    = SECONDARY Barrel
      WeaponMuzzleFlash   = SECONDARY TurretFX
      WeaponLaunchBone = SECONDARY TurretMS
      WeaponFireFXBone    = TERTIARY TurretMS
      WeaponRecoilBone    = TERTIARY Barrel
      WeaponMuzzleFlash   = TERTIARY TurretFX
      WeaponLaunchBone = TERTIARY TurretMS
    End
        
    TrackMarks           = EXTnkTrack.tga
    TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
  End

  ; ***DESIGN parameters ***
  DisplayName        = OBJECT:InfernoCannon
  Side               = Avavairie
  EditorSorting      = VEHICLE
  TransportSlotCount = 5                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions       = None 
    Weapon                = PRIMARY ArtilleryCannonGuns
    Weapon                = SECONDARY ArtilleryCannonGuns
    Weapon                = TERTIARY ArtilleryCannonGuns
    ShareWeaponReloadTime = Yes
  End
  ArmorSet
    Conditions      = None
    Armor           = TankArmor
    DamageFX        = TankDamageFX
  End
  BuildCost          = 1900
  BuildTime          = 19.0          ;in seconds    
  VisionRange        = 580
  ShroudClearingRange = 400
  Prerequisites
    Object           = AvaVehicleFactory
  End

  ExperienceValue = 50 50 100 150    ;Experience point value at each level
  ExperienceRequired = 0 100 200 400  ;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      = AvaArtilleryCannonCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect       = InfernoCannonVoiceSelect
  VoiceMove         = InfernoCannonVoiceMove
  VoiceGuard        = InfernoCannonVoiceMove
  VoiceAttack       = InfernoCannonVoiceAttack
  SoundMoveStart    = InfernoCannonMoveStart
  SoundMoveStartDamaged = InfernoCannonMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate     = InfernoCannonVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop  = NoSound
    VoiceCrush          = InfernoCannonVoiceCrush
    VoiceEnter         = InfernoCannonVoiceMove
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority     = UNIT
  KindOf            = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_04
    Turret
      TurretTurnRate = 100
      TurretPitchRate = 100
      AllowsPitch = Yes
      FirePitch = 45
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
  End
  Locomotor = SET_NORMAL InfernoLocomotor
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 50.0
  End

  ; A crushing defeat
  Behavior               = FXListDie ModuleTag_06
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX         = FX_CarCrush
  End
  Behavior               = CreateObjectDie ModuleTag_07
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList    = OCL_CrusaderTank_CrushEffect
  End
  Behavior = SlowDeathBehavior ModuleTag_08
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 50
    DestructionDelay = 2000
    DestructionDelayVariance = 300
    FX  = INITIAL  FX_CrusaderCatchFire  
    FX  = FINAL    FX_GenericTankDeathExplosion 
    OCL = FINAL    OCL_InfernoCannonDeathEffect
  End

  Behavior                 = TransitionDamageFX ModuleTag_09
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior         = CreateCrateDie ModuleTag_10
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  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

  Behavior = DestroyDie ModuleTag_22
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Geometry            = BOX
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 10.0
  GeometryHeight      = 15.0     
  GeometryIsSmall     = Yes
  Shadow              = SHADOW_VOLUME 
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length   

End
and here is the Weapon
Code:
Weapon ArtilleryCannonGuns
  PrimaryDamage = 180.0
  PrimaryDamageRadius = 25.0
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 600
  MinimumAttackRange = 150.0
  MinTargetPitch = -90
  MaxTargetPitch = 79
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 450         ; dist/sec 
  MinWeaponSpeed = 375        
  ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
  ProjectileObject = ArtilleryTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  FireSound = ArtilleryGunzWeapon
  ProjectileDetonationFX = FX_ArtilleryBarrage
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
  DelayBetweenShots = 11000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End
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Old 08-07-2006, 01:46 PM   #2 (permalink)
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Default

can anyone tell me how to fix it...or if possible, can someone tell me what is required so i can change the cannon all together...
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Old 01-09-2008, 01:50 AM   #3 (permalink)
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Default

I can't see anything wrong with your code, check your W3D model, it may be something to do with that.
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