Alright this is what I found. Using Shockwave mod as reference, this is what I did for the "A10 Warthog" (that's what I called mine).
Under Art Parameters
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY
DefaultConditionState
Model =
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = JETEXHAUST
ParticleSysBone = Wingtip01 JetContrailThin
ParticleSysBone = Wingtip02 JetContrailThin
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
End
ConditionState = REALLYDAMAGED
Model =
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponLaunchBone = SECONDARY WeaponA
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = EXHAUST01 JetEngineDamagedSmoke
End
ConditionState = REALLYDAMAGED JETEXHAUST
Model =
ParticleSysBone = Wingtip01 JetContrailThin
ParticleSysBone = Wingtip02 JetContrailThin
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = EXHAUST01 JetEngineDamagedSmoke
End
AliasConditionState = RUBBLE
End
*Note: SECONDARY are the A10 missiles and PRIMARY is its gatling cannon. I've also added the smoke for when it's damaged as well. There's also EXHAUST02 and Smoke02 within the model if you want to add more smoke at different areas.
This code should work in and of itself. Everything else has to be done outside of these parameters (ie the W3D model). It's pointless trying to alter this code any further.
The SECONDARY weapon are the raptor missiles for testing purposes.
For Model = AVWarthog, everything looked fine except when it fires its missiles. 1. The projectile under its wings never really disappeared, and 2. the aim was horrible as you've mentioned.
Next I've replaced AVWarthog with NVMig37 (Mig Bomber). It's a good reference because those bombs under its wings do disappear upon firing its SECONDARY (Note the code ProjectileBoneFeedbackEnabledSlots = SECONDARY). The bad news was that the missiles shot straight down and not at its target; it was different from AVWarthog. The good news was that the projectiles under its wings did disappear.
Lastly Model = NVMig_37 (it was a typo). You should get a blank invisible model. The bad news was that you couldn't see anything (of course), and the good news was that the missile shot at the target as intended.
In conclusion, I believe it's highly dependent on the paramters within the W3D model. You'll need RenX and Gmax to edit it. If it's not that, then it's "something" from outside.
Slightly off-topic. I've renamed MigBombDummyProjectile to MigBombDummyProjectile2 in WeaponObjects.ini (as well as ProjectileObject = MigBombDummyProjectile2 in Weapons.ini); it's the EMP Bomb released by the EMP Mig Bomber. What I got was an invisible projectile that never released its EMP effect. Just a thud. What's wrong?
Edit: ah wait. try testing the Desert Fly as a reference. I noticed it's a lot different from the Mig Bomber. Maybe you can get something out of it.
Edit2: aw, it didnt work.
http://forums.swr-productions.com/index.php?showtopic=597 Edited by user
14 years ago |
Reason: Not specified