exterminator
17 years ago
Hey,recently I've been working on making soldier bodies not sink into the ground,cause that really sucks and it's so unrealistic.
Yup,it worked out great,except dead bodies were causing traffic problems ,which was
blocking the enemy attacks (I think you got the point)... Is there a way to prevent this?
Any help would be appreciated !
6 years Generals and the war still goes on ...
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bel3ve
17 years ago
Is the project you are working on an .INI mod, or are you directly altering the .w3d corpse models?
UserPostedImage
exterminator
17 years ago
Errrr... ,no I was talking about a map.ini...
6 years Generals and the war still goes on ...
Annihilationzh
17 years ago
hmm...

This may cause some unwanted side effects, but have you tried using 'AllowCollideForce = No' in PhysicsBehavior?

Is the project you are working on an .INI mod, or are you directly altering the .w3d corpse models?


Huh? What use is this question?
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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exterminator
17 years ago
Well,now I did but when i click 'play game' ... you know - the good old 'A serious error occured ...'I edited the file at least 10 times but it just didn't work out.Here's the code stuff if you think I did something wrong:

 Object ChinaInfantryRedguard
  ReplaceModule ModuleTag_Death01 
   Behavior = SlowDeathBehavior ModuleTag_Death01_Override
     DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -  POISONED_BETA -POISONED_GAMMA
     SinkDelay           = 9000000000
     SinkRate            = 0.1
     DestructionDelay    = 9500000000
     FX                  = INITIAL FX_RedGuardDie
   End
  End 
  ReplaceModule ModuleTag_07
   Behavior = PhysicsBehavior ModuleTag_07_Override
    Mass = 5.0
    AllowCollideForce = No
   End
  End
 End
It works fine without the 2nd part.Still thanks!
6 years Generals and the war still goes on ...
Annihilationzh
17 years ago

It works fine without the 2nd part.Still thanks!


It shouldn't work without the second part, because there is an error in the first part.

"- POISONED_BETA" should be "-POISONED_BETA"

In testing, with this correction, it didn't crash for me.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
exterminator
17 years ago
hmm,this still isn't working
actually there was no mistake in the first part at all...(at least in my notepad ++ there wasn't) I don't know why was it displayed like that here
Anyway I still don't find anything wrong and it crashes 💀
6 years Generals and the war still goes on ...
Annihilationzh
17 years ago
is it possible that notepad++ is doing something fishy? Because, as I said, this works for me:


Object ChinaInfantryRedguard
  ReplaceModule ModuleTag_Death01
   Behavior = SlowDeathBehavior ModuleTag_Death01_Override
     DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
     SinkDelay           = 9000000000
     SinkRate            = 0.1
     DestructionDelay    = 9500000000
     FX                  = INITIAL FX_RedGuardDie
   End
  End
  ReplaceModule ModuleTag_07
   Behavior = PhysicsBehavior ModuleTag_07_Override
    Mass = 5.0
    AllowCollideForce = No
   End
  End
End

If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
exterminator
17 years ago
agh .. now I saw what I was missing.. thanks now it worked fine but it still doesn't fix the bug this topic was made for.
6 years Generals and the war still goes on ...
Annihilationzh
17 years ago
Strange.

Have you tried Kindof NO_COLLIDE?

I'm just guessing here. I don't normally put these things in to my code.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
exterminator
17 years ago
Actually I was just doing that at the moment 😉 but I guess this will have a very unwanted side effect - vehicles might go straight through the infantry guy even when not yet killed 😞
6 years Generals and the war still goes on ...
CommieDog
17 years ago
I think you'll need to have the infantry spawn a corpse object upon death and make the corpse object ignore geometry by setting KindOf=NO_COLLIDE.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
exterminator
17 years ago
Well,that's easier said than done.I have absolutely no idea how to do that.
An example would be nice 😄
6 years Generals and the war still goes on ...
CommieDog
17 years ago
Take a look at the code that spawns flaming infantry in response to death by flame weapons. It's basically the same thing, except you'll need a different corpse object for each infantry unit.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
exterminator
17 years ago
Hmm ... So I guess that means making my own Module thing.If that's what you mean I think I know what to do 😄
6 years Generals and the war still goes on ...
CommieDog
17 years ago
No, it's more than that. You'll need to create new objects, not just new modules. Take a look at FlamingInfantry in \Object\System.ini for an example.

Of course, you'll need to edit the code of the actual infantry units to spawn the corpse objects.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
exterminator
17 years ago
Thanks, but that's a task for a real coder , I barely know the first steps in making .ini files :ashamed: (I'm 14 if anyone wants to know)
6 years Generals and the war still goes on ...