Zatsupachi
10 years ago
So, what am I missing?

Code Here:



Object RS_GathererDrone

  ; *** ART Parameters ***
  SelectPortrait         = CzAM_RS_GathererDrone
  ButtonImage            = CzAM_RS_GathererDrone
  
  ;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  Draw = W3DModelDraw                         ModuleTag_01 ; Helicopter 

    ExtraPublicBone = RopeStart
    ExtraPublicBone = RopeEnd

    DefaultConditionState
      Model = RS_GTHR_D
    End
    AliasConditionState = REALLYDAMAGED
    AliasConditionState = RUBBLE
    AliasConditionState = RUBBLE SPECIAL_DAMAGED

    ConditionState = CARRYING
      Model = RS_GTHR_D
      ParticleSysBone = MAGNET RS_GathererDroneMagnetism
    End
    AliasConditionState = CARRYING REALLYDAMAGED
    AliasConditionState = CARRYING RUBBLE
    AliasConditionState = CARRYING RUBBLE SPECIAL_DAMAGED

    OkToChangeModelColor = Yes
  End

  Draw = W3DModelDraw                         ModuleTag_02 ; Cargo net 
    ConditionState = NONE
      Model = None
      TransitionKey = TRANS_Empty
      WaitForStateToFinishIfPossible = TRANS_Unloading
    End

    ConditionState = DYING 
      Model = None
    End
    AliasConditionState = RUBBLE
    AliasConditionState = CARRYING RUBBLE
    AliasConditionState = DOCKING RUBBLE
    AliasConditionState = DOCKING CARRYING RUBBLE
 
     ConditionState = CARRYING
      Model = RS_BOX
      TransitionKey = TRANS_Full
      WaitForStateToFinishIfPossible = TRANS_PickingUp
    End

    ConditionState = DOCKING
      Model = RS_BOX_UP;Lowering an empty net, pulling up with stuff
      Animation = RS_BOX_UP.RS_BOX_UP
      AnimationMode = ONCE_BACKWARDS
      Flags = START_FRAME_LAST
      AnimationSpeedFactorRange = .75 .75
      TransitionKey = TRANS_PickingUp
      WaitForStateToFinishIfPossible = TRANS_Unloading  ;Trick.  Without hardcoding the difference between what we are docking with, need to use DOCKING for both.
    End

    ConditionState = DOCKING CARRYING
      Model = RS_BOX_UP ; Lowering a full net, letting stuff fall out, and pulling up an empty net
      Animation = RS_BOX_UP.RS_BOX_UP
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 2.75 2.75
      TransitionKey = TRANS_Unloading
      WaitForStateToFinishIfPossible = TRANS_PickingUp  ;Trick.  Without hardcoding the difference between what we are docking with, need to use DOCKING for both.
    End
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Chinook
  EditorSorting       = VEHICLE
  Side                = RedSkulls
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 300.0 
  ShroudClearingRange = 600
  BuildCost           = 0
  BuildTime           = 10.0          ;in seconds  
  Prerequisites
    ;Object = AW_SupplyCenter
  End
  ExperienceValue     = 50 50 50 50 ;Experience point value at each level
  IsTrainable         = No  
  CommandSet          = StopOnlyGenericCommandSet
  WeaponSet
    Conditions = None
    Weapon = PRIMARY NONE
  End
  ArmorSet
    Conditions      = None
    Armor           = ChinookArmor
    DamageFX        = None
  End

  ; *** AUDIO Parameters ***
  VoiceSelect           = SentryDroneVoiceSelect
  VoiceMove             = SentryDroneVoiceMove
  VoiceAttack     = SentryDroneVoiceMove
  SoundAmbient    = NoSound
  SoundAmbientRubble    = NoSound
  SoundEnter      = HumveeEnter
  SoundExit       = HumveeExit
  UnitSpecificSounds
    ;none
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority   = UNIT
  ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at
  ; (well, "near" actually) an Airfield to get healed...
  ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there.
  KindOf          = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD

  Body = ActiveBody ModuleTag_03
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_HelicopterStartDeath
  End

  Behavior                       = TransitionDamageFX ModuleTag_06
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
    ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
  End

  Behavior = ChinookAIUpdate ModuleTag_07
    MaxBoxes                = 1
    SupplyCenterActionDelay = 1000 ;3000     ; ms for whole thing (one transaction)
    SupplyWarehouseActionDelay = 1200 ;1250  ; 875 ; ms per box (many small transactions)
    SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home.  (Direct dock command on warehouse overrides, and no max on Center Scan)
    ;SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted
    NumRopes                = 4
    ; these define how long we can wait, once a guy is on-rope, before throwing another
    ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely
    ; and we'll wait for each guy to clear before spawning another.
    PerRopeDelayMin         = 900
    PerRopeDelayMax         = 1500
    RopeWidth               = 0.5
    RopeColor               = R:0 G:0 B:0
    RopeWobbleLen           = 10
    RopeWobbleAmplitude     = 0.25
    RopeWobbleRate          = 180
    RopeFinalHeight         = 10    ; stop this far above ground
    RappelSpeed             = 30
    MinDropHeight           = 40    ; if dropping into a tall bldg, go at least this far above it
  End

  Locomotor = SET_NORMAL    ChinookLocomotor
  Locomotor = SET_TAXIING   BasicHelicopterTaxiLocomotor

  Behavior = PhysicsBehavior ModuleTag_09
    Mass = 50.0
  End
  Behavior = HelicopterSlowDeathBehavior ModuleTag_10
    ;
  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   = 6.0
  GeometryMinorRadius   = 6.0
  GeometryHeight        = 12.0     
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME    
  ShadowSizeX           = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End

"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
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Next Episode:
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Annihilationzh
10 years ago
Nothing obvious is standing out. Which part is failing? Do they accept the command to collect the supplies?

Did you test the model using the Chinook's code before creating the unit?
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.
Zatsupachi
10 years ago

Nothing obvious is standing out. Which part is failing? Do they accept the command to collect the supplies?

Did you test the model using the Chinook's code before creating the unit?

Originally Posted by: Annihilationzh 



1) They don't accept the command of gathering supplies. It shows the select icon when I hover the mouse over supply docks/piles/warehouses.

2) I have a unit that's basically a differently modelled Chinook and that worked fine. This is basically the same exact code, without transporting abilities.

[EDIT]

OKAY! Its has been resolved.
The Problem was weird though.

So basically, I took my code from "AW_SkyTransport"-- which is basically a Chinook clone.
And put the code on "RS_GathererDrone" and slowly, slowly changing it up to the final unit.

Changing up the models, changing up the ParticleSystems. Nothing went wrong.

But when I came to removing the Transporting Ability and its KindOf(TRANSPORT).
It then exhibited the problem above.

So, I put TRANSPORT KindOf back to where it was and put down nothing under TransportUpdate.
It started working again.

This is weird. The Supply Truck, which is also a HARVESTER doesn't have this necessity.
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!