menard
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10 years ago
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.

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Gameanater
10 years ago
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.
Zatsupachi
10 years ago
Let me check the code.
The attached file doesn't seem to be available.
"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!
menard
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10 years ago

Check the bones where the object attaches, assuming you're using Overlord TransportContain logic?

Originally Posted by: Gameanater 



i checked and add bones name FIREPOINT01 to crusader sir but there's nothing happen.

Zatsupachi
10 years ago

Let me check the code.
The attached file doesn't seem to be available.

Originally Posted by: Zatsupachi 



1. Do you have this?

  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_01

3. Have you checked the Machinegun's DependencyModelDraw for this?

AttachToBoneInContainer = FIREPOINT01

"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!
menard
  • menard
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  • Major Topic Starter
10 years ago
i cant upload the file cause my internet service provider having a technical problem in 3g connection.
menard
  • menard
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  • Major Topic Starter
10 years ago
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 


menard
  • menard
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10 years ago
Okay problem solve ill just follow your comments sir.Thanks

Let me check the code.
The attached file doesn't seem to be available.

Originally Posted by: Zatsupachi 



1. Do you have this?

  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_01

3. Have you checked the Machinegun's DependencyModelDraw for this?

AttachToBoneInContainer = FIREPOINT01

Originally Posted by: Zatsupachi