logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842

Administrators:
DeeZire, Redemption

There are currently 24 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements

DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Coding Mistakes and useless things in inis by EA Games

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

Reply
 
LinkBack Thread Tools
Old 08-17-2008, 05:14 AM   #121 (permalink)
Senior Member
 
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
Default

All Rangers have two CommandButtonHuntUpdate modules, in ModuleTag_02 and ModuleTag_09. Remove one!
n5p29 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-17-2008, 05:52 AM   #122 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

Well spotted. Incidentally, i am not sure if CommandButtonHuntUpdate is one of those modules that is sensitive to where in the code it is placed. I noticed that in many objects, it it placed underneath the AI module and above the Locomotor line. ie, the Locomotor line notmally goes right under the AI module, but if CBHU is there, it should go between the AI module and the Locomotor.
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-18-2008, 07:57 PM   #123 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

Missile defenders have no conditionstates for firing their secondary weapon, so when laser locking they will do idle animations.
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-19-2008, 08:13 PM   #124 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

Missile ignition and backblast effects need a lot of fixing. The rocket buggy weapon and projectile both play the ignition FX, this doubling of FX is bad as it slows the frame rate and can even crash the game.

All the infantry missile launch effects need fixing. The backblast particles either come out on the floor or move forwards instead of backwards. Some infantry objects use the wrong bones for the backblast.

The backblast particle systems have much to high a speed (vel ortho x = -100 -50) and some have much too many particles (burst=35).
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-19-2008, 09:12 PM   #125 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

Some notes on rocket soldier models and their bones:

Code:
Model         FireFX bone      LaunchBone  HideShow bone
NIMSST_SKN    FX_EXHAUST_01    MUZZLE01    - (can be fixed to have a hideshow bone)
NITHNT_SKN    FX_EXHAUST_01    MUZZLE01    -
UISMSD_SKN    EXHAUST01        MUZZLE01    -
UITUNF_SKN    EXHAUST01        MUZZLE01    WARHEAD
The NIMSST_SKN missile trooper (tank hunter) model looks like it was meant to have a hidable warhead like the tunnel defender one, but they attached it to the body so it is not a separate subobject and cannot be hidden.

To enable the hideshow bone, see the tomahawk vehicle's draw module.

The UITUNF_SKN tunnel fanatic (used for tunnel defender) model has a hidable warhead bone. This is meant to represent the PG-7 rocket warhead section that always sticks out of the RPG-7.

The projectiles they fire are all wrong though. The tank hunter and tunnel defender models have PG-7 rocket warheads on them, but the projectile objects they launch from their weapons use the stinger missile model, EXStinger01.

And instead of using the stinger missile model, the stinger soldiers use a rocket buggy missile model, UVRockBug_m.

The missile defender missile model is short and fat, like a small aircraft bomb.

They should have made a PG-7 rocket model to match the warhead model on the tank hunter and tunnel defender. And the stinger missile really should use EXStinger01 instead of UVRockBug_m.

There is also a smaller white missile with housecolour nose and fins: NVMBuggy_m, this was intended to be fired from the Chinese rocket buggy, whose model is in W3DZH.BIG. If you scale this up it makes a nice rocket for the missile defender.
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-20-2008, 12:50 AM   #126 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

Note: The Exhaust* FireFX bones need to be declared in "ExtraPublicBone =" statements as thet are not among the standard public bones listed in GameData.ini
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-20-2008, 04:55 PM   #127 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

Better infantry missile effects and models - CnCMaps Map Editing Forums

Above is a link where i posted some sample code and 2 new W3D models to improve the infantry missiles.
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-20-2008, 07:32 PM   #128 (permalink)
Senior Member
 
Join Date: Aug 2004
Location: Philippines
Posts: 452
Send a message via MSN to IraqiPeopleRocks Send a message via Yahoo to IraqiPeopleRocks
Default

Woah Neat! Thats one comprehensive tutorial on fixing the RPG guys!

EDIT:

Just checked the link and saw your particles, So, Here's a more clean particle code that will reduce the CPU Load abit:
Code:
ParticleSystem SmallMissileBackblastClouds
  Priority = DEATH_EXPLOSION
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud01.dds
  AngleZ = 0.00 7.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.94 0.97
  Gravity = 0.00
  Lifetime = 25.00 30.00
  SystemLifetime = 5
  Size = 0.10 0.30
  StartSizeRate = 0.00 0.00
  SizeRate = 3.00 5.00
  SizeRateDamping = 0.80 0.85
  Alpha1 = 0.15 0.20 0
  Alpha2 = 0.35 0.40 5
  Alpha3 = 0.00 0.00 30
  Alpha4 = 0.00 0.00 0
  Color1 = R:255 G:160 B:0 0 
  Color2 = R:201 G:191 B:173 5
  Color3 = R:211 G:204 B:190 30
  Color4 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 0.00 1.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.04 Y:0.08 Z:0.10
  VelocityType = ORTHO
  VelOrthoX = -3.00 -5.00
  VolumeType = POINT
End

ParticleSystem SMallMissileBackblast
  Priority = WEAPON_TRAIL
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXFire01.dds
  AngleZ = -1.00 1.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.95 0.98
  Gravity = 0.00
  SlaveSystem = SmallMissileBackblastClouds
  SlavePosOffset = X:-2.00 Y:0.00 Z:0.00
  Lifetime = 5.00 5.00
  SystemLifetime = 5
  Size = 2.00 3.00
  StartSizeRate = 0.00 0.00
  SizeRate = 2.20 2.50
  SizeRateDamping = 0.98 0.99
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 5
  Alpha3 = 0.00 0.00 0
  Color1 = R:255 G:255 B:128 0
  Color2 = R:255 G:128 B:0 5
  Color3 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 0.00 0.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.01 Y:0.04 Z:0.10
  VelocityType = ORTHO
  VelOrthoX = -3.00 -5.00
  VolumeType = POINT
End
Oh yeah, I just noticed this on the burning dude that gets created when a infantry dies due to flame damage:
Code:
   ConditionState = DYING
      Animation = CIBURN_SKL.CIBURN_FLA
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST ; anything not listed will get the default above.  Random would be bad.
      ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration)
      ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122
      ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134
      ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration)
      ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122
      ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134
      ParticleSysBone = Bone_FX3 FireInfantrySmallSub4 ; 135 - 179
      ParticleSysBone = Bone_FX5 FireInfantrySmallSub5 ; 180 - 185
      ParticleSysBone = Bone_FX6 FireInfantrySmallSub6 ; 186 - 235
      ParticleSysBone = Bone_FX5 FireInfantrySmallSub7 ; 236 - 243
      ParticleSysBone = Bone_FX8 FireInfantrySmallSub8 ; 244 - 246
      ParticleSysBone = Bone_FX7 FireInfantrySmallSub9 ; 247 - 292
      ParticleSysBone = Bone_FX8 FireInfantrySmallSub10; 293 - 388
      AnimationSpeedFactorRange = 0.85 1.15
    End
I have no clue why EA made CRAPLOADS of particles for that particular infantry even though, code wise, the particle systems is identical to one another..

Last edited by IraqiPeopleRocks; 08-20-2008 at 07:45 PM..
IraqiPeopleRocks is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-20-2008, 11:57 PM   #129 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 777
Default

The FireInfantry* systems differ in their initial delay. They did that because the guy first runs around and then falls down and flails around so the position of the fire needs to keep changing.

Perhaps what they could have done to save them making so many particle systems is use the AnimatedParticleSysBoneClientUpdate for Generals and ParticlesAttachedToAnimatedBones = Yes in the Draw module for Zero Hour.
beng is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-21-2008, 05:10 AM   #130 (permalink)
Senior Member
 
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
Default

Another double modules: crusader have two same MaxHealthUpgrade in ModuleTag_09 and ModuleTag_18. Remove one! Why EA coder didn't know there are so many doubled up modules?
n5p29 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 08:34 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.