+ Reply to Thread
Page 13 of 42 FirstFirst ... 3111213141523 ... LastLast
Results 121 to 130 of 413
  1. #121
    Senior Member
    Join Date
    Jul 2008
    Location
    Jakarta, Indonesia
    Posts
    418

    Default

    All Rangers have two CommandButtonHuntUpdate modules, in ModuleTag_02 and ModuleTag_09. Remove one!

  2. #122

    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.

  3. #123

    Default

    Missile defenders have no conditionstates for firing their secondary weapon, so when laser locking they will do idle animations.

  4. #124

    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).

  5. #125

    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.

  6. #126

    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

  7. #127

    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.

  8. #128

    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 06:45 PM.

  9. #129

    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.

  10. #130
    Senior Member
    Join Date
    Jul 2008
    Location
    Jakarta, Indonesia
    Posts
    418

    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?

Similar Threads

  1. Error 0000006C 0x0046F228 Definitely coding mistakes. But where?!
    By veljamh in forum Generals & Zero Hour Editing
    Replies: 0
    Last Post: 09-07-2009, 02:57 PM
  2. Useless Base Defense (no rocket being launched)
    By BlueGalactic in forum Generals & Zero Hour Editing
    Replies: 7
    Last Post: 03-09-2008, 10:53 PM
  3. Ridercontain fun and games
    By full_circle in forum Generals & Zero Hour Editing
    Replies: 5
    Last Post: 01-09-2008, 01:34 AM
  4. help with inis
    By [BIO] Israeli Red Dragon in forum Generals & Zero Hour Editing
    Replies: 3
    Last Post: 02-21-2005, 03:59 PM
  5. Where are the INIs?
    By Randuin in forum Generals & Zero Hour Editing
    Replies: 5
    Last Post: 01-12-2004, 11:15 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts