Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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I've got a problem to make it work in my modified crusader but it works fine when i choose to play ChinaOverlordTank.Please give me a solution for this. Edited by user Saturday, June 13, 2015 7:51:21 PM(UTC)
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Check the bones where the object attaches, assuming you're using Overlord TransportContain logic? |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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Let me check the code. The attached file doesn't seem to be available. |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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Originally Posted by: Gameanater Check the bones where the object attaches, assuming you're using Overlord TransportContain logic? i checked and add bones name FIREPOINT01 to crusader sir but there's nothing happen.
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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Originally Posted by: Zatsupachi Let me check the code. The attached file doesn't seem to be available. 1. Do you have this? Code:
Behavior = OverlordContain ModuleTag_06
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes
ExperienceSinkForRider = Yes
End
2. Have you checked the W3DModelDraw to allow usage of OverlordContain? Code:
Draw = W3DOverlordTankDraw ModuleTag_01
3. Have you checked the Machinegun's DependencyModelDraw for this? Code:
AttachToBoneInContainer = FIREPOINT01
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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i cant upload the file cause my internet service provider having a technical problem in 3g connection.
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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Crusader Code
Object AmericaTankCrusaderII
; *** ART Parameters *** SelectPortrait = SACCrusaderIIPac ButtonImage = SSTankShell
UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaAdvancedTraining UpgradeCameo4 = Upgrade_AmericaCompositeArmor ;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = SECONDARY DefaultConditionState Model = AVLeopard2 Turret = Turret01 AltTurret = Turret02 AltTurretPitch = TURRETEL01 ;AltTurretArtAngle = 90 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS WeaponFireFXBone = SECONDARY WeaponA WeaponHideShowBone = SECONDARY AMISSILE WeaponLaunchBone = SECONDARY WeaponA WeaponHideShowBone = SECONDARY BMISSILE End
ConditionState = REALLYDAMAGED Model = AVLeopard2_D End ConditionState = RUBBLE Model = AVLeopard2_D End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:Crusader Side = America EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY CrusaderTankGun Weapon = SECONDARY TuratcheMissileWeapon AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = UpgradedTankArmor ; DamageFX = TankDamageFX ;End BuildCost = 900 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;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 = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaTankCrusaderIICommandSet
; *** AUDIO Parameters *** VoiceSelect = CrusaderTankVoiceSelect VoiceMove = CrusaderTankVoiceMove VoiceGuard = CrusaderTankVoiceMove VoiceAttack = CrusaderTankVoiceAttack SoundMoveStart = CrusaderTankMoveStart SoundMoveStartDamaged = CrusaderTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = CrusaderTankVoiceCreate VoiceEnter = CrusaderTankVoiceMove TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = CrusaderTankVoiceCrush End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE
Body = ActiveBody ModuleTag_02 MaxHealth = 480 InitialHealth = 480 End
Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ;60 // turn rate, in degrees per sec ControlledWeaponSlots= PRIMARY End AltTurret TurretTurnRate = 0 TurretPitchRate = 0 RecenterTime = 2 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End
Behavior = ObjectCreationUpgrade ModuleTag_05 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone End
Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone End Behavior = OverlordContain ModuleTag_066 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are End Behavior = ObjectCreationUpgrade ModuleTag_068 UpgradeObject = OCL_CrusaderHeavyMachineGun TriggeredBy = Upgrade_AmericaGattling ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker End
Behavior = ProductionUpdate ModuleTag_07 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End
Behavior = ExperienceScalarUpgrade ModuleTag_08 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = MaxHealthUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End
; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_GenericTankDeathEffectII FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_CrusaderTurretII End
; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_GenericTankDeathEffectII FX = FINAL FX_GenericTankDeathExplosion End
Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End
Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End
; A crushing defeat Behavior = FXListDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End
Behavior = CreateObjectDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTankII_CrushEffect End
Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End
Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End
Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 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 = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Portable Weapon Code
Object AmericaHeavyMachineGun
; *** ART Parameters *** SelectPortrait = SNGatTower_L ButtonImage = SNGatTower ;UpgradeCameo1 = Upgrade_Nationalism ;UpgradeCameo1 = Upgrade_ChinaUraniumShells ;UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE ;UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01
DefaultConditionState Model = AWGATTLING Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY MUZZLE WeaponMuzzleFlash = PRIMARY MUZZLEFX WeaponFireFXBone = SECONDARY MUZZLE WeaponMuzzleFlash = SECONDARY MUZZLEFX End ConditionState = CONTINUOUS_FIRE_SLOW Model = AWGATTLING Animation = AWGATTLING.AWGATTLING AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN Model = AWGATTLING Animation = AWGATTLING.AWGATTLING AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST Model = AWGATTLING Animation = AWGATTLING.AWGATTLING AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End
ConditionState = REALLYDAMAGED Model = AWGATTLINGD Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY MUZZLE WeaponMuzzleFlash = PRIMARY MUZZLEFX WeaponFireFXBone = SECONDARY MUZZLE WeaponMuzzleFlash = SECONDARY MUZZLEFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED Model = AWGATTLINGD Animation = AWGATTLING.AWGATTLING AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED Model = AWGATTLINGD Animation = AWGATTLING.AWGATTLING AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED Model = AWGATTLINGD Animation = AWGATTLING.AWGATTLING AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End
End
; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun Weapon = SECONDARY GattlingBuildingGunAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200
; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End
; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End
Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes End
Behavior = DestroyDie ModuleTag_04 ;nothing End
Behavior = StealthDetectorUpdate ModuleTag_06 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ; Defaults to VisionRange CanDetectWhileContained = Yes End
Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Then here is the actual video GattlingGun Error
Edited by user Saturday, June 13, 2015 8:18:15 PM(UTC)
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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Okay problem solve ill just follow your comments sir.Thanks Originally Posted by: Zatsupachi Originally Posted by: Zatsupachi Let me check the code. The attached file doesn't seem to be available. 1. Do you have this? Code:
Behavior = OverlordContain ModuleTag_06
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes
ExperienceSinkForRider = Yes
End
2. Have you checked the W3DModelDraw to allow usage of OverlordContain? Draw = W3DOverlordTankDraw ModuleTag_013. Have you checked the Machinegun's DependencyModelDraw for this? Code:
AttachToBoneInContainer = FIREPOINT01
Edited by user Friday, June 19, 2015 5:01:51 AM(UTC)
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