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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 08-16-2006, 11:56 PM   #1 (permalink)
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Default Swimming Infantry

Hi, I added a infantry unit that can swim... when hes moving, he swims like a normal human, but when he is stationary, he still acts as if hes swimming. I would like to know:

A) If it is possible to have a stationary swimming animation

B) How you would do it [I have a float in place animation, just dont know how to get the guy to follow it when he stops moving]
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Old 08-17-2006, 08:43 PM   #2 (permalink)
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Default

you probably want something like:

ConditionState = OVER_WATER
animation = floating animation

ConditionState = OVER_WATER MOVING
animation = swimming animation
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Old 08-17-2006, 09:26 PM   #3 (permalink)
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Default

well thats what i have...but it dont work... here is code

ConditionState = OVER_WATER
Model = avaenlistee_SKN
Animation = AIRngr_SKL.avaenlistee_SSWM
AnimationMode = LOOP
ParticleSysBone = None AmphibWaveRest
TransitionKey = TRANS_Stand
End

ConditionState = OVER_WATER MOVING
Model = avaenlistee_SKN
Animation = AIRngr_SKL.avaenlistee_SWM
AnimationMode = LOOP
ParticleSysBone = None AmphibWaveRest
End
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Old 08-18-2006, 05:25 PM   #4 (permalink)
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Default

never mind... i figure out the problem...its becuase i had the thing set to SSWM...and i forgot i changed the W3D TO avaenlistee_WDE...but it works fine now... thanx anyways
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Old 08-18-2006, 06:36 PM   #5 (permalink)
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ok cool that it works
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Old 01-09-2008, 02:29 AM   #6 (permalink)
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Unless you changed AmphibWaveRest, it is too bg for infantry. It is meant for the hovercraft. See my naval map.ini for a bunch of particle systems made for swimming infantry that look nicer.

That map.ini also has floating naval construction yard, a supply prison, lots of swimming infantry, a movable aircraft carrier, and two types of submarines, one fires long range supercavitating torpedos and the other fires an ICBM with smart MIRVs. ANd all the boats are modded, you can build 6 or 7 types of boats including 2 types of PT boat and a battleship.
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Old 02-12-2008, 12:07 PM   #7 (permalink)
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The hovertank cameo is
SelectPortrait = SACCrusader
ButtonImage = SACCrusader

If you want an alternative 3D model in the draw module, try

Code:
  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ; stationary over land ----------------------
    DefaultConditionState
      Model             = AVPredator
      Turret            = Turret
      WeaponFireFXBone  = PRIMARY TurretMS01
      WeaponRecoilBone  = PRIMARY Barrel01
      WeaponMuzzleFlash = PRIMARY TurretFX01
      WeaponLaunchBone  = PRIMARY TurretMS01
    End

    ConditionState      = REALLYDAMAGED
      Model             = AVPredator_D
      Turret            = Turret01
      WeaponFireFXBone  = PRIMARY Muzzle01
      WeaponRecoilBone  = PRIMARY Barrel01
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponLaunchBone  = PRIMARY Muzzle01
    End
    AliasConditionState = RUBBLE

    ; moving over land ----------------------
    ConditionState      = MOVING
      Model             = AVPredator
      Turret            = Turret
      ParticleSysBone   = NONE AmphibDirt
    End

    ConditionState      = REALLYDAMAGED MOVING
      Model             = AVPredator_D
      Turret            = Turret01
      WeaponFireFXBone  = PRIMARY Muzzle01
      WeaponRecoilBone  = PRIMARY Barrel01
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponLaunchBone  = PRIMARY Muzzle01
      ParticleSysBone   = NONE AmphibDirt
    End

    ; stationary over water ----------------------
    ConditionState       = OVER_WATER
      Model              = AVPredator
      Turret             = Turret
      ParticleSysBone    = NONE AmphibWaveRest
    End

    ConditionState      = REALLYDAMAGED OVER_WATER
      Model             = AVPredator_D
      Turret            = Turret01
      WeaponFireFXBone  = PRIMARY Muzzle01
      WeaponRecoilBone  = PRIMARY Barrel01
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponLaunchBone  = PRIMARY Muzzle01
      ParticleSysBone   = NONE AmphibWaveRest
    End

    ConditionState      = RUBBLE OVER_WATER
      Model             = AVPredator_D
      Turret            = Turret01
      WeaponFireFXBone  = PRIMARY Muzzle01
      WeaponRecoilBone  = PRIMARY Barrel01
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponLaunchBone  = PRIMARY Muzzle01
      ParticleSysBone   = NONE TrainWreckSplashHit
      ParticleSysBone   = NONE TrainWreckSplashWave
    End

    ; moving over water ----------------------
    ConditionState      = MOVING OVER_WATER
      Model             = AVPredator
      Turret            = Turret
      ParticleSysBone   = NONE AmphibMist
      ParticleSysBone   = NONE AmphibWave
    End

    ConditionState      = REALLYDAMAGED MOVING OVER_WATER
      Model             = AVPredator_D
      Turret            = Turret01
      WeaponFireFXBone  = PRIMARY Muzzle01
      WeaponRecoilBone  = PRIMARY Barrel01
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponLaunchBone  = PRIMARY Muzzle01
      ParticleSysBone   = NONE AmphibMist
      ParticleSysBone   = NONE AmphibWave
    End

    TrackMarks           = EXTnkTrack.tga
    TreadAnimationRate      = 2.0
    TreadDriveSpeedFraction = 0.3
    TreadPivotSpeedFraction = 0.6
    OkToChangeModelColor = Yes
  End

To make it hover just use the same locomotor as the civilian unit called AmphibiousTransport:
Locomotor = SET_NORMAL BasicAmphibiousLocomotor
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