red leader79
19 years ago
Hey, this is for the GBF mod, just wondering for the Rapier AA system, its going to have 4 missiles and we want them to disappear as each fires as the tomahawk does.
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Blbpaws
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19 years ago
I think you can set the amount of fuel in a missile in locomotor.ini. When it runs out of fuel, it stops functioning.
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krit
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19 years ago
I think he means have the missiles dissappear from the model of the Rapier Launchers as each missile is fired from it.
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CommieDog
19 years ago
If you mean hiding the missiles on the model after being fired, you need to set ProjectileBoneFeedbackEnabledSlots= (PRIMARY/SECONDARY/TERTIARY depending on your WeaponSet code) on your W3DDraw module and then add WeaponHideShowBone= (the name of your missile subobjects on your model) to the DefaultConditionState block. If this sounds confusing, feel free to consult the Tomahawk's INI code.
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red leader79
19 years ago
what if i want 4 to disappear, it only goes to tertiary
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fleetatks
19 years ago
Set Missile 1 and 3 to primary and 2 and 4 to secondary, that way it shoots 2 at a time and you can do it like that.
Email me if you ever need help (edited signature November 6th, 2014)
CommieDog
19 years ago
Or you can name the missiles as MISSILEXX, with XX being a number from 01 to 99. Generals will take care of the rest if you refer to the array of MISSILE subobjects as "Missile" in the INI code. This has the advantage of using only 1 WeaponSlot, though the unit will be unable to fire two missiles simultaneously.
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red leader79
19 years ago
Question for CommieDog: Show me exactly how to write this in ini code. Im not sure what conditionstate to put it under, to make a new one, whats going on. Another question: when an item disappears, to all items linked to it disappear as well? I need this to happen since the missiles have fins. I know I could just say hidesubobject but i would much rather not look up the names of 12 squares (don't even bother telling me, i know they all come consecutively) I just dont wanna do that. Also to commiedog: is the missilexx coding the way the guy in whatever mod it was got a missile cruiser to fire from a different bone each time or did he do it a different way.
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CommieDog
19 years ago

Question for CommieDog: Show me exactly how to write this in ini code. Im not sure what conditionstate to put it under, to make a new one, whats going on.

red leader79 wrote:


As an example, here is the Tomahawk Launcher's W3DDraw module:
  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

    DefaultConditionState
      Model = AVTomahawk
      Turret = TURRET
      TurretPitch = TURRETEL
      WeaponLaunchBone = PRIMARY WeaponA
      WeaponHideShowBone = PRIMARY MISSILE
    End

    ConditionState = REALLYDAMAGED
      Model = AVTomahawk_D
    End
    AliasConditionState = RUBBLE

    TrackMarks           = EXTnkTrack.tga

  End
As you can see, ProjectileBoneFeedbackEnabledSlots= is not attached to a ConditionState, whereas WeaponHideShowBone= needs to be either in every ConditionState listing or in the DefaultConditionState block (where it is inheirited by all other ConditionStates).

Another question: when an item disappears, to all items linked to it disappear as well? I need this to happen since the missiles have fins. I know I could just say hidesubobject but i would much rather not look up the names of 12 squares (don't even bother telling me, i know they all come consecutively) I just dont wanna do that.

red leader79 wrote:


I don't see why missile fins should be individual sub-objects on a model, but I believe that children of a sub-object hidden by code should also be hidden.

Also to commiedog: is the missilexx coding the way the guy in whatever mod it was got a missile cruiser to fire from a different bone each time or did he do it a different way.

red leader79 wrote:


I can't say for sure without looking at the code, but the way I told you is certainly how most mods (including the one I'm working on) do it.
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krit
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19 years ago
Just merge the fins to the missile itself.
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red leader79
19 years ago
So just to be clear, if i say HideSubObject = PRIMARY Missile and the projectiles are called Missile01-04, the four missiles disappear in order? What happens if more or less rounds are in the clip than missiles to disappear?
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CommieDog
19 years ago

So just to be clear, if i say HideSubObject = PRIMARY Missile and the projectiles are called Missile01-04, the four missiles disappear in order?

red leader79 wrote:


Yes, they should disappear as they are fired.

What happens if more or less rounds are in the clip than missiles to disappear?

red leader79 wrote:


If there are more rounds in the clip than there are bone positions, I imagine that there will be shots fired from an empty position. If there are fewer rounds in the clip than there are bone positions, I imagine that only the bones that were used should disappear, but then all the missiles should come back before the next clip is fired, but with the next salvo starting from the bone that was next in the lineup. I've never felt the need to do something like this, though, so I may be incorrect.
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