the only person that i can think that can help is Tebrey
hey,
this ini i have been worknig on to get a mech working, and Iwas wondering if anybody could help me thnx, I used the GLARocketbuggy as a test... but no luck
and is there anyhtnig I am forgetting to change or something minor like that?
The launch effects/launch bones are like that because I want to make it so that it shoots from differents spots everytime, I want to make it random, but Im not sure if that will work?
;--------------------------------------------------------------------------------
Object AmericanMech
; *** ART Parameters ***
SelectPortrait = SURocketBuggy_L
ButtonImage = SURocketBuggy
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = Mech
WeaponFireFXBone = PRIMARY Weapon011
WeaponLaunchBone = PRIMARY Weapon09
WeaponFireFXBone = PRIMARY Weapon10
WeaponLaunchBone = PRIMARY Weapon08
WeaponFireFXBone = PRIMARY Weapon04
WeaponLaunchBone = PRIMARY Weapon05
WeaponFireFXBone = PRIMARY Weapon13
WeaponLaunchBone = PRIMARY Weapon00
WeaponLaunchBone = PRIMARY Weapon12
WeaponLaunchBone = PRIMARY Weapon11
End
WeaponFireFXBone = SECONDARY Weapon02
WeaponLaunchBone = SECONDARY Weapon03
WeaponFireFXBone = SECONDARY Weapon04
WeaponLaunchBone = SECONDARY Weapon05
WeaponFireFXBone = SECONDARY Weapon06
WeaponLaunchBone = SECONDARY Weapon07
End
ConditionState = REALLYDAMAGED
Model = Mech
WeaponFireFXBone = PRIMARY Weapon011
WeaponLaunchBone = PRIMARY Weapon09
WeaponFireFXBone = PRIMARY Weapon10
WeaponLaunchBone = PRIMARY Weapon08
WeaponFireFXBone = PRIMARY Weapon04
WeaponLaunchBone = PRIMARY Weapon05
WeaponFireFXBone = PRIMARY Weapon13
WeaponLaunchBone = PRIMARY Weapon00
WeaponLaunchBone = PRIMARY Weapon12
WeaponLaunchBone = PRIMARY Weapon11
End
WeaponFireFXBone = SECONDARY Weapon02
WeaponLaunchBone = SECONDARY Weapon03
WeaponFireFXBone = SECONDARY Weapon04
WeaponLaunchBone = SECONDARY Weapon05
WeaponFireFXBone = SECONDARY Weapon06
WeaponLaunchBone = SECONDARY Weapon07
End
ConditionState = RUBBLE
WeaponFireFXBone = PRIMARY Weapon011
WeaponLaunchBone = PRIMARY Weapon09
WeaponFireFXBone = PRIMARY Weapon10
WeaponLaunchBone = PRIMARY Weapon08
WeaponFireFXBone = PRIMARY Weapon04
WeaponLaunchBone = PRIMARY Weapon05
WeaponFireFXBone = PRIMARY Weapon13
WeaponLaunchBone = PRIMARY Weapon00
WeaponLaunchBone = PRIMARY Weapon12
WeaponLaunchBone = PRIMARY Weapon11
End
WeaponFireFXBone = SECONDARY Weapon02
WeaponLaunchBone = SECONDARY Weapon03
WeaponFireFXBone = SECONDARY Weapon04
WeaponLaunchBone = SECONDARY Weapon05
WeaponFireFXBone = SECONDARY Weapon06
WeaponLaunchBone = SECONDARY Weapon07
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = Mech
WeaponFireFXBone = PRIMARY Weapon011
WeaponLaunchBone = PRIMARY Weapon09
WeaponFireFXBone = PRIMARY Weapon10
WeaponLaunchBone = PRIMARY Weapon08
WeaponFireFXBone = PRIMARY Weapon04
WeaponLaunchBone = PRIMARY Weapon05
WeaponFireFXBone = PRIMARY Weapon13
WeaponLaunchBone = PRIMARY Weapon00
WeaponLaunchBone = PRIMARY Weapon12
WeaponLaunchBone = PRIMARY Weapon11
End
WeaponFireFXBone = SECONDARY Weapon02
WeaponLaunchBone = SECONDARY Weapon03
WeaponFireFXBone = SECONDARY Weapon04
WeaponLaunchBone = SECONDARY Weapon05
WeaponFireFXBone = SECONDARY Weapon06
WeaponLaunchBone = SECONDARY Weapon07
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = Mech
WeaponFireFXBone = PRIMARY Weapon011
WeaponLaunchBone = PRIMARY Weapon09
WeaponFireFXBone = PRIMARY Weapon10
WeaponLaunchBone = PRIMARY Weapon08
WeaponFireFXBone = PRIMARY Weapon04
WeaponLaunchBone = PRIMARY Weapon05
WeaponFireFXBone = PRIMARY Weapon13
WeaponLaunchBone = PRIMARY Weapon00
WeaponLaunchBone = PRIMARY Weapon12
WeaponLaunchBone = PRIMARY Weapon11
End
WeaponFireFXBone = SECONDARY Weapon02
WeaponLaunchBone = SECONDARY Weapon03
WeaponFireFXBone = SECONDARY Weapon04
WeaponLaunchBone = SECONDARY Weapon05
WeaponFireFXBone = SECONDARY Weapon06
WeaponLaunchBone = SECONDARY Weapon07
End
ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
Model = Mech
WeaponFireFXBone = PRIMARY Weapon011
WeaponLaunchBone = PRIMARY Weapon09
WeaponFireFXBone = PRIMARY Weapon10
WeaponLaunchBone = PRIMARY Weapon08
WeaponFireFXBone = PRIMARY Weapon04
WeaponLaunchBone = PRIMARY Weapon05
WeaponFireFXBone = PRIMARY Weapon13
WeaponLaunchBone = PRIMARY Weapon00
WeaponLaunchBone = PRIMARY Weapon12
WeaponLaunchBone = PRIMARY Weapon11
End
WeaponFireFXBone = SECONDARY Weapon02
WeaponLaunchBone = SECONDARY Weapon03
WeaponFireFXBone = SECONDARY Weapon04
WeaponLaunchBone = SECONDARY Weapon05
WeaponFireFXBone = SECONDARY Weapon06
WeaponLaunchBone = SECONDARY Weapon07
End
TrackMarks = None
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
End
; ***DESIGN parameters ***
DisplayName = OBJECT:US Mech
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY MechLaser
Weapon = SECONDARY BuggyRocketWeapon
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
BuildCost = 1300
BuildTime = 6.0 ;in seconds
VisionRange = 180
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;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 = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericanMechCommandSet
; *** AUDIO Parameters ***
VoiceSelect = RocketBuggyVoiceSelect
VoiceMove = RocketBuggyVoiceMove
VoiceAttack = RocketBuggyVoiceAttack
SoundMoveStart = RocketBuggyMoveStart
SoundMoveStartDamaged = RocketBuggyMoveStart
VoiceGuard = RocketBuggyVoiceMove
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = RocketBuggyVoiceCreate
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceCrush = RocketBuggyVoiceCrush
VoiceEnter = RocketBuggyVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 350
InitialHealth = 350
End
Behavior = AIUpdateInterface ModuleTag_03
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CrusaderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 100.0
End
Behavior = AutoHealBehavior ModuleTag_08
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End
Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_GLABuggyAmmo
End
Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
End
; A crushing defeat
Behavior = FXListDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_RocketBuggy_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_14
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_15
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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 = 13.0
GeometryMinorRadius = 9.0
GeometryHeight = 7.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
-----------------------------------------------
Weapon.ini
-----------------------------------------------
;------------------------------------------------------------------------------
Weapon MechLaser
PrimaryDamage = 50.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 100.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_GenericMachineGunFireWithRedTracers
VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
FireSound = RangerWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 75 ; time between shots, msec
ClipSize = 11 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 700 ; how long to reload a Clip, msec
WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200%
WeaponBonus = DRONE_SPOTTING RANGE 200%
WeaponBonus = DRONE_SPOTTING DAMAGE 200%
End
--------------------------------------------------------
CommandButton.ini
--------------------------------------------------------
CommandButton Command_ConstructAmericanMech
Command = UNIT_BUILD
Object = GLAVehicleAmericanMech
TextLabel = CONTROLBAR:ConstructGLAVehicleAmericanMech
ButtonImage = SURocketBuggy
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLABuildAmericanMech
End
------------------------------------------
Commandset.ini
-------------------------------------------
CommandSet AmericanMechCommandSet
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End
----------------------
The Mech is attatched and you can check it out but plse don't take this thnx. and it isn't skinned anyway..
oldfaq
the only person that i can think that can help is Tebrey
I think you're missing a conditionstate after the bold endOriginally Posted by Oldfaq
you have missed Model = Mech
ConditionState = RUBBLE
Model = Mech
WeaponFireFXBone = PRIMARY Weapon011
WeaponLaunchBone = PRIMARY Weapon09
WeaponFireFXBone = PRIMARY Weapon10
WeaponLaunchBone = PRIMARY Weapon08
WeaponFireFXBone = PRIMARY Weapon04
WeaponLaunchBone = PRIMARY Weapon05
WeaponFireFXBone = PRIMARY Weapon13
WeaponLaunchBone = PRIMARY Weapon00
WeaponLaunchBone = PRIMARY Weapon12
WeaponLaunchBone = PRIMARY Weapon11
End
WeaponFireFXBone = SECONDARY Weapon02
WeaponLaunchBone = SECONDARY Weapon03
WeaponFireFXBone = SECONDARY Weapon04
WeaponLaunchBone = SECONDARY Weapon05
WeaponFireFXBone = SECONDARY Weapon06
WeaponLaunchBone = SECONDARY Weapon07
End
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thnx, I will go and check to see if this helps!
Oldfaq
Hey,
Have you animated the Mech? if so you will need to animate it the code to make it walk and stuff. let me know how far you have gotten and i will try to help.
Remove the End from where it is because it should look like thisOriginally Posted by Oldfaq
Also you wont be able to get it to shoot out of all them. To do this rename the primary bones to WeaponAXX and the secondary to WeaponBXX. Now make it where it looks like this.Model = Mech
WeaponFireFXBone = PRIMARY Weapon011
WeaponLaunchBone = PRIMARY Weapon09
WeaponFireFXBone = PRIMARY Weapon10
WeaponLaunchBone = PRIMARY Weapon08
WeaponFireFXBone = PRIMARY Weapon04
WeaponLaunchBone = PRIMARY Weapon05
WeaponFireFXBone = PRIMARY Weapon13
WeaponLaunchBone = PRIMARY Weapon00
WeaponLaunchBone = PRIMARY Weapon12
WeaponLaunchBone = PRIMARY Weapon11
WeaponFireFXBone = SECONDARY Weapon02
WeaponLaunchBone = SECONDARY Weapon03
WeaponFireFXBone = SECONDARY Weapon04
WeaponLaunchBone = SECONDARY Weapon05
WeaponFireFXBone = SECONDARY Weapon06
WeaponLaunchBone = SECONDARY Weapon07
Then add this line in the weapon it usesModel = Mech
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
Now it should shoot through all the bones.ShotsPerBarrel = 1
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