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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Useless Base Defense (no rocket being launched)

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 02-25-2008, 08:18 PM   #1 (permalink)
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Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it
Posts: 121
Default Useless Base Defense (no rocket being launched)

I created a Tomahawk Patriot Battery for the US Boss General, but the missile does not fire from the battery (it does rotate on its axis, so firing is the only problem). Here is the object code:
(Code from USABoss.INI)
Code:
Object USABoss_AmericaTomahawkBattery
  SelectPortrait = SATmhkPatriot
  ButtonImage = SATmhkPatriot
  UpgradeCameo1 = Upgrade_AmericaTomahawkRemoteControl 
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = TomahawkBattery
      Turret = TURRET
      TurretPitch = TURRETEL
      WeaponLaunchBone = PRIMARY WeaponA01
      WeaponHideShowBone = PRIMARY MISSILE
      WeaponLaunchBone = SECONDARY WeaponA01
      WeaponHideShowBone = SECONDARY MISSILE
    End
    AliasConditionState = NIGHT
    ConditionState = DAMAGED
      Model = TomahawkBattery_D
    End
    AliasConditionState = DAMAGED NIGHT
    ConditionState = REALLYDAMAGED RUBBLE
      Model = TomahawkBattery_D
    End
    AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
    ConditionState = SNOW
      Model = TomahawkBattery_D
    End
    AliasConditionState = SNOW NIGHT    
    ConditionState = DAMAGED SNOW
      Model = TomahawkBattery
    End
    AliasConditionState = SNOW NIGHT DAMAGED    
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model = TomahawkBattery_D
    End
    AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model = TomahawkBattery
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION 
      Model = NONE
    End
    AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION SNOW
    AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
    AliasConditionState = SOLD DAMAGED
    AliasConditionState = SOLD REALLYDAMAGED
    AliasConditionState = SOLD NIGHT
    AliasConditionState = SOLD NIGHT DAMAGED
    AliasConditionState = SOLD NIGHT REALLYDAMAGED
    AliasConditionState = SOLD SNOW
    AliasConditionState = SOLD SNOW DAMAGED
    AliasConditionState = SOLD SNOW REALLYDAMAGED
    AliasConditionState = SOLD NIGHT SNOW
    AliasConditionState = SOLD NIGHT SNOW DAMAGED
    AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
  End
  Draw = W3DModelDraw ModuleTag_02
    AnimationsRequirePower = No
    DefaultConditionState
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4
      Animation = ABPatriot_A4.ABPatriot_A4
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_DAY
    End
    ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4N
      Animation = ABPatriot_A4N.ABPatriot_A4N
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_NIGHT
    End
    ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4S
      Animation = ABPatriot_A4S.ABPatriot_A4S
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOW
    End
    ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4SN
      Animation = ABPatriot_A4SN.ABPatriot_A4SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = ABPatriot_A4
      Animation = ABPatriot_A4.ABPatriot_A4
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = ABPatriot_A4N
      Animation = ABPatriot_A4N.ABPatriot_A4N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = ABPatriot_A4S
      Animation = ABPatriot_A4S.ABPatriot_A4S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = ABPatriot_A4SN
      Animation = ABPatriot_A4SN.ABPatriot_A4SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = ABPatriot_A4
      Animation = ABPatriot_A4.ABPatriot_A4
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = ABPatriot_A4N
      Animation = ABPatriot_A4N.ABPatriot_A4N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = ABPatriot_A4S
      Animation = ABPatriot_A4S.ABPatriot_A4S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = ABPatriot_A4SN
      Animation = ABPatriot_A4SN.ABPatriot_A4SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  Draw = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired = MEDIUM
    DefaultConditionState
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6
      Animation = ABPatriot_A6.ABPatriot_A6
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_DAY
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    ConditionState = NIGHT PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6N
      Animation = ABPatriot_A6N.ABPatriot_A6N
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_NIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    ConditionState = SNOW PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6S
      Animation = ABPatriot_A6S.ABPatriot_A6S
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOW
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6SN
      Animation = ABPatriot_A6SN.ABPatriot_A6SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = ABPatriot_A6
      Animation = ABPatriot_A6.ABPatriot_A6
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = ABPatriot_A6N
      Animation = ABPatriot_A6N.ABPatriot_A6N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = ABPatriot_A6S
      Animation = ABPatriot_A6S.ABPatriot_A6S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = ABPatriot_A6SN
      Animation = ABPatriot_A6SN.ABPatriot_A6SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = ABPatriot_A6
      Animation = ABPatriot_A6.ABPatriot_A6
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = ABPatriot_A6N
      Animation = ABPatriot_A6N.ABPatriot_A6N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = ABPatriot_A6S
      Animation = ABPatriot_A6S.ABPatriot_A6S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = ABPatriot_A6SN
      Animation = ABPatriot_A6SN.ABPatriot_A6SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  PlacementViewAngle = -45
  DisplayName = OBJECT:TomahawkBattery
  Side = USABoss
  EditorSorting = STRUCTURE
  Prerequisites
    Object = USABoss_AmericaPowerPlant
    Object = USABoss_AmericaStrategyCenter
  End
  BuildCost = 900
  BuildTime = 1.0
  EnergyProduction = -5
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY TomahawkMissileWeapon
    AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT  
    PreferredAgainst = PRIMARY VEHICLE INFANTRY
    ShareWeaponReloadTime = Yes
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY   TomahawkMissileAdvancedWeapon
    Weapon = SECONDARY TomahawkMissileAssistWeapon
    AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT  
    PreferredAgainst = PRIMARY VEHICLE INFANTRY
    ShareWeaponReloadTime = Yes
  End
  VisionRange = 360.0
  ShroudClearingRange = 360
  ArmorSet
    Conditions = None
    Armor = BaseDefenseArmor
    DamageFX = StructureDamageFXNoShake
  End
  CommandSet = AmericaPatriotBatteryCommandSet
  ExperienceValue = 200 200 200 200
  VoiceSelect = PatriotBatterySelect
  SoundOnDamaged = BuildingDamagedStateLight
  SoundOnReallyDamaged = BuildingDestroy
  UnitSpecificSounds
    UnderConstruction = UnderConstructionLoop
  End
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoopLoud
  End
  RadarPriority = STRUCTURE
  KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE EMP_HARDENED
  Body = StructureBody ModuleTag_04
    MaxHealth = 1000.0
    InitialHealth = 1000.0
    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End 
  Behavior = StealthDetectorUpdate ModuleTag_05
    DetectionRate = 500
    DetectionRange = 200
    CanDetectWhileGarrisoned = No
    CanDetectWhileContained = No
  End
  Behavior = BaseRegenerateUpdate ModuleTag_06
  End 
  Behavior = AIUpdateInterface ModuleTag_07
    Turret
      TurretTurnRate = 180
      TurretPitchRate = 180
      AllowsPitch = Yes
      NaturalTurretPitch = 45   
      GroundUnitPitch = 40
      MinPhysicalPitch = -20
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
      MinIdleScanInterval = 250
      MaxIdleScanInterval = 250
      MinIdleScanAngle = 0
      MaxIdleScanAngle = 360
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate = 250
  End
  Behavior = DestroyDie ModuleTag_09
  End
  Behavior = FXListDie ModuleTag_10
    DeathFX = FX_StructureTinyDeath
  End
  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000
    AflameDamageAmount = 5
    AflameDamageDelay = 500
  End
  Behavior = FireWeaponUpdate ModuleTag_17
    Weapon = SupW_DefenseEmitterWeapon
    ExclusiveWeaponDelay = 500
  End
  Behavior = TransitionDamageFX ModuleTag_20
    DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  End
  Behavior = CreateObjectDie ModuleTag_21
    CreationList = Boss_OCL_AmericanRangerDebris03
    ExemptStatus = UNDER_CONSTRUCTION
  End
  Geometry = CYLINDER
  GeometryMajorRadius = 12.0
  GeometryMinorRadius = 1.0
  GeometryHeight = 14.0
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER
End
What is wrong with the programming?
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Old 02-28-2008, 01:39 AM   #2 (permalink)
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In your draw module you should have
ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY
like for the tomahawk vehicle.

But even if you did not have that it should still fire. If it is shooting but the projectile is blowing up on the ground under the structure then check your launch bone in the W3D model. If it is not even fireing at all then i don't know.
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Old 02-28-2008, 08:53 PM   #3 (permalink)
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The problem is fixed. The battery now launches a rocket, leaving the turret temporarily empty. It can also rotate and attack in all directions. What I did was copy a certain block of text from the TomahawkBattery.ini file in Command and Conquer Generals Armageddon and combined that with the line "ProjectileBoneFeedbackEnabledSlots". Here is the code:
Code:
Object USABoss_AmericaTomahawkBattery
  SelectPortrait = SATmhkPatriot
  ButtonImage = SATmhkPatriot
  UpgradeCameo1 = Upgrade_AmericaTomahawkRemoteControl 
  Draw = W3DModelDraw Tomahawk
    ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model              = TomahawkBattery
      Turret             = TURRET
      TurretPitch        = TURRETEL
      WeaponLaunchBone   = PRIMARY   WeaponA01
      WeaponLaunchBone   = SECONDARY WeaponA01
      WeaponHideShowBone = PRIMARY   MISSILE
      WeaponHideShowBone = SECONDARY MISSILE
    End
    ConditionState = SOLD
      Model              = NONE
    End
    AliasConditionState = NIGHT
    ConditionState = DAMAGED
      Model = TomahawkBattery_D
    End
    AliasConditionState = DAMAGED NIGHT
    ConditionState = REALLYDAMAGED RUBBLE
      Model = TomahawkBattery_D
    End
    AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
    ConditionState = SNOW
      Model = TomahawkBattery_D
    End
    AliasConditionState = SNOW NIGHT    
    ConditionState = DAMAGED SNOW
      Model = TomahawkBattery
    End
    AliasConditionState = SNOW NIGHT DAMAGED    
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model = TomahawkBattery_D
    End
    AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model = TomahawkBattery
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
      Model = TomahawkBattery_D
      Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
    ConditionState = AWAITING_CONSTRUCTION 
      Model = NONE
    End
    AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION SNOW
    AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
    AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
    AliasConditionState = SOLD DAMAGED
    AliasConditionState = SOLD REALLYDAMAGED
    AliasConditionState = SOLD NIGHT
    AliasConditionState = SOLD NIGHT DAMAGED
    AliasConditionState = SOLD NIGHT REALLYDAMAGED
    AliasConditionState = SOLD SNOW
    AliasConditionState = SOLD SNOW DAMAGED
    AliasConditionState = SOLD SNOW REALLYDAMAGED
    AliasConditionState = SOLD NIGHT SNOW
    AliasConditionState = SOLD NIGHT SNOW DAMAGED
    AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
  End
  Draw = W3DModelDraw ModuleTag_02
    AnimationsRequirePower = No
    DefaultConditionState
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4
      Animation = ABPatriot_A4.ABPatriot_A4
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_DAY
    End
    ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4N
      Animation = ABPatriot_A4N.ABPatriot_A4N
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_NIGHT
    End
    ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4S
      Animation = ABPatriot_A4S.ABPatriot_A4S
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOW
    End
    ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model = ABPatriot_A4SN
      Animation = ABPatriot_A4SN.ABPatriot_A4SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = ABPatriot_A4
      Animation = ABPatriot_A4.ABPatriot_A4
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = ABPatriot_A4N
      Animation = ABPatriot_A4N.ABPatriot_A4N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = ABPatriot_A4S
      Animation = ABPatriot_A4S.ABPatriot_A4S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = ABPatriot_A4SN
      Animation = ABPatriot_A4SN.ABPatriot_A4SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = ABPatriot_A4
      Animation = ABPatriot_A4.ABPatriot_A4
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = ABPatriot_A4N
      Animation = ABPatriot_A4N.ABPatriot_A4N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = ABPatriot_A4S
      Animation = ABPatriot_A4S.ABPatriot_A4S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = ABPatriot_A4SN
      Animation = ABPatriot_A4SN.ABPatriot_A4SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  Draw = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired = MEDIUM
    DefaultConditionState
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = SNOW NIGHT
      Model = None
      TransitionKey = DOWN_DEFAULT
    End
    ConditionState = PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6
      Animation = ABPatriot_A6.ABPatriot_A6
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_DAY
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    ConditionState = NIGHT PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6N
      Animation = ABPatriot_A6N.ABPatriot_A6N
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_NIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    ConditionState = SNOW PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6S
      Animation = ABPatriot_A6S.ABPatriot_A6S
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOW
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model = ABPatriot_A6SN
      Animation = ABPatriot_A6SN.ABPatriot_A6SN
      AnimationMode = MANUAL
      Flags = START_FRAME_LAST
      TransitionKey = UP_SNOWNIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
    End
    TransitionState = DOWN_DEFAULT UP_DAY
      Model = ABPatriot_A6
      Animation = ABPatriot_A6.ABPatriot_A6
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_NIGHT
      Model = ABPatriot_A6N
      Animation = ABPatriot_A6N.ABPatriot_A6N
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOW
      Model = ABPatriot_A6S
      Animation = ABPatriot_A6S.ABPatriot_A6S
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
      Model = ABPatriot_A6SN
      Animation = ABPatriot_A6SN.ABPatriot_A6SN
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags = START_FRAME_FIRST
    End
    TransitionState = UP_DAY DOWN_DEFAULT
      Model = ABPatriot_A6
      Animation = ABPatriot_A6.ABPatriot_A6
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_NIGHT DOWN_DEFAULT
      Model = ABPatriot_A6N
      Animation = ABPatriot_A6N.ABPatriot_A6N
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOW DOWN_DEFAULT
      Model = ABPatriot_A6S
      Animation = ABPatriot_A6S.ABPatriot_A6S
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
    TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
      Model = ABPatriot_A6SN
      Animation = ABPatriot_A6SN.ABPatriot_A6SN
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0
      Flags = START_FRAME_LAST
    End
  End
  PlacementViewAngle = -45
  DisplayName = OBJECT:TomahawkBattery
  Side = USABoss
  EditorSorting = STRUCTURE
  Prerequisites
;    Object = USABoss_AmericaPowerPlant
;    Object = USABoss_AmericaStrategyCenter
  End
  BuildCost = 900
  BuildTime = 1.0
  EnergyProduction = -5
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY TomahawkBatteryWeapon
    AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT  
    PreferredAgainst = PRIMARY VEHICLE INFANTRY
    ShareWeaponReloadTime = Yes
  End
  VisionRange = 360.0
  ShroudClearingRange = 360
  ArmorSet
    Conditions = None
    Armor = BaseDefenseArmor
    DamageFX = StructureDamageFXNoShake
  End
  CommandSet = AmericaPatriotBatteryCommandSet
  ExperienceValue = 200 200 200 200
  VoiceSelect = PatriotBatterySelect
  SoundOnDamaged = BuildingDamagedStateLight
  SoundOnReallyDamaged = BuildingDestroy
  UnitSpecificSounds
    UnderConstruction = UnderConstructionLoop
  End
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoopLoud
  End
  RadarPriority = STRUCTURE
  KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE EMP_HARDENED
  Body = StructureBody ModuleTag_04
    MaxHealth = 1000.0
    InitialHealth = 1000.0
    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End 
  Behavior = StealthDetectorUpdate ModuleTag_05
    DetectionRate = 500
    DetectionRange = 200
    CanDetectWhileGarrisoned = No
    CanDetectWhileContained = No
  End
  Behavior = BaseRegenerateUpdate ModuleTag_06
  End 
  Behavior = AIUpdateInterface ModuleTag_07
    Turret
      TurretTurnRate = 180
      TurretPitchRate = 180
      AllowsPitch = Yes
      NaturalTurretPitch = 45   
      GroundUnitPitch = 40
      MinPhysicalPitch = -20
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
      MinIdleScanInterval = 250
      MaxIdleScanInterval = 250
      MinIdleScanAngle = 0
      MaxIdleScanAngle = 360
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate = 250
  End
  Behavior = DestroyDie ModuleTag_09
  End
  Behavior = FXListDie ModuleTag_10
    DeathFX = FX_StructureTinyDeath
  End
  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000
    AflameDamageAmount = 5
    AflameDamageDelay = 500
  End
  Behavior = TransitionDamageFX ModuleTag_20
    DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  End
  Behavior = CreateObjectDie ModuleTag_21
    CreationList = Boss_OCL_AmericanRangerDebris03
    ExemptStatus = UNDER_CONSTRUCTION
  End
  Geometry = CYLINDER
  GeometryMajorRadius = 12.0
  GeometryMinorRadius = 1.0
  GeometryHeight = 14.0
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER
End
Thanks for your help, although it really was a no-brainer.

Last edited by BlueLightning2K6; 02-28-2008 at 09:07 PM.
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Old 03-02-2008, 08:47 PM   #4 (permalink)
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Now all I have is the problem of invisible defenses popping up on snowy terrain.
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Old 03-02-2008, 09:55 PM   #5 (permalink)
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If you do not have W3D models with snow skins then make it use the same skin for snow and non-snow maps. Similarly, if you do not have night models, make it use the same skin for day and night. To make it ignore the snow and/or night condition states, put a line in your w3dModelDraw module that says

IgnoreConditionStates = SNOW NIGHT

Then make sure that none of your condition states in that module have SNOW or NIGHT or it will crash the game. See the AmericaInfantryRanger object for details of how IgnoreConditionStates is used.
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Old 03-02-2008, 10:47 PM   #6 (permalink)
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Looking at your code, what this means is make your first module start with:

Draw = W3DModelDraw Tomahawk
ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY
OkToChangeModelColor = Yes
IgnoreConditionStates = SNOW

Then delete all the conditionstates and aliasconditionstates that mention snow from that module.

Since it looks like you also have no night model, you could make that
IgnoreConditionStates = SNOW NIGHT
and delete all the condition states / aliases that mention SNOW, NIGHT or both.

It is ok to leave in the SNOW and NIGHT for the other draw modules (for the construction fence and other parts) if you have models for those conditions.
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Old 03-08-2008, 03:05 PM   #7 (permalink)
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I'll try giving the day and night models for the defense to the snow and snow night condition states. If that doesn't work, I'll try the second method: add IgnoreConditionStates = SNOW NIGHT and delete all snow and/or night conditions. Thanks, beng.
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Old 03-09-2008, 10:53 PM   #8 (permalink)
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Both methods will work, but if you are using the same model for day and night, you might as well IgnreConditionStates since it will make your module code much shorter and easier to read.
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