Posted by: PPPownage - Friday, August 5, 2011 11:53:19 PM
I've never really done this before so I kinda need some help. How can you make an A10 buildable and commandable just like a normal jet? I know this involves modding so...yeah...what do I do?
Edit: I've already got Final Big and XCC in order to view the BIG and INI files.
Posted by: Annihilationzh - Saturday, August 6, 2011 10:01:14 AM
What have you tried so far?
Posted by: NewNightmare - Wednesday, August 17, 2011 8:51:34 AM
Ok, Here it is: an A10 capable of firing the gun, with a minimal range set so that it doesnt circle above its target like an idiot... with an upgrade triggered by Rocket Pods upgrade, gives the A10 6 high-damage rockets with long reload times:
For AmericaAir.ini
Add at the end:
[code]Object AmericaJetA10Thunderbolt2
; *** ART Parameters ***
SelectPortrait = SAWarthog_L
ButtonImage = SAWarthog
UpgradeCameo1 = Upgrade_ComancheRocketPods
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Wingtip01 JetContrailThin
ParticleSysBone = Wingtip02 JetContrailThin
WeaponMuzzleFlash = SECONDARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
End
ConditionState = REALLYDAMAGED
Model = AVWarthog_D
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponMuzzleFlash = SECONDARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
End
AliasConditionState = RUBBLE
ParticlesAttachedToAnimatedBones = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:A10Thunderbolt
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 450
Prerequisites
Object = AmericaAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY A10ThunderboltVulcan2
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY A10ThunderboltVulcan3
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY A10ThunderboltMissileWeapon2
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
BuildCost = 2500
BuildTime = 25
ExperienceValue = 100 200 300 400 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = AmericaJetA10Thunderbolt2
; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED
Body = ActiveBody ModuleTag_31
MaxHealth = 400.0
InitialHealth = 400.0
End
Behavior = WeaponSetUpgrade ModuleTag_02
TriggeredBy = Upgrade_ComancheRocketPods
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 3 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End
Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = JetSlowDeathBehavior ModuleTag_03
DestructionDelay = 99999999 ; destruction will happen when we
RollRate = 0.0
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_JetDeathInitial
OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = None
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_A10DeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_A10DeathFinalBlowUp
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End
Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL RaptorJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
;;;;;;;; End
Geometry = Cylinder
GeometryIsSmall = Yes
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
[/code]
For CommandSet.ini
Add at the end:
[code]CommandSet AmericaJetA10Thunderbolt2
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End[/code]
Replace the original:
[code]CommandSet AmericaAirfieldCommandSet
1 = Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = Command_ConstructAmericaJetAurora
4 = Command_ConstructAmericaJetStealthFighter
5 = Command_ConstructAmericaA10Thunderbolt
7 = Command_UpgradeComancheRocketPods
8 = Command_UpgradeAmericaLaserMissiles
9 = Command_UpgradeAmericaCountermeasures
10 = Command_UpgradeAmericaBunkerBusters
13 = Command_SetRallyPoint
14 = Command_Sell
End[/code]
CommandButton.ini
Add at the end
[code]CommandButton Command_ConstructAmericaA10Thunderbolt
Command = UNIT_BUILD
UnitSpecificSound = MoneyWithdraw
Object = AmericaJetA10Thunderbolt2
ButtonImage = SAWarthog
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
End[/code]
Weapons.ini
Add at the end
[code]
Weapon A10ThunderboltVulcan2
PrimaryDamage = 15.0
PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 450.0
MinimumAttackRange = 30.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_Comanche20mmCannonFire
FireSound = SpectreGunshipGattlingWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 60 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
End
;---------------------------------------------------------------------
Weapon A10ThunderboltVulcan3
PrimaryDamage = 30.0
PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 600.0
MinimumAttackRange = 30.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_Comanche20mmCannonFire
FireSound = SpectreGunshipGattlingWeapon
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
DelayBetweenShots = 60 ; time between shots, msec
ClipSize = 15 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 7500 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE
End
;------------------------------------------------------------------------------
Weapon A10ThunderboltMissileWeapon2
PrimaryDamage = 200.0 ;GS changed to what it was secretly doing pending review
PrimaryDamageRadius = 20.0
AttackRange = 450.0
MinimumAttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 800.0
ProjectileObject = RaptorJetMissile
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
FireSound = PatriotBatteryWeapon
FireFX = FX_BuggyMissileIgnition
ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
DelayBetweenShots = 200 ; time between shots, msec
ClipSize = 6 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 7500 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE
ShowsAmmoPips = Yes
ProjectileCollidesWith = STRUCTURES
End[/code]
What I would like to ask some experienced forum users about is:
How to make the A10 fire Missiles from it's wings? (Bones called WeaponA01 to 06 throw an error when set as a SECONDARY Muzzle, it fires them like raptor so far...)
How can I remove the trails once the unit has landed?
EDIT:
Code updated - 18/08 2:00am
Posted by: brncao - Thursday, August 18, 2011 6:31:51 PM
I'm also working on this too! I have a question. If you create a new projectile object in WeaponObjects.ini, will it be invisible to you? For some odd reason, I cloned RaptorJetMissile and called it RaptorJetMissile2. Everything is exactly the same, only the Object name is different. Now the projectile is invisible. wtf? Putting it back to RaptorJetMissile, it's back to normal. I don't understand... It's just a name or an ID for this object. It shouldn't turn invisible... Unless there's "something else" associated with the name. btw I changed ProjectileObject in Weapons.ini to match it.
About the missiles being fired under the wings, do you want it fired from the weapon bone with the missiles remaining intact (it looks kinda unrealistic), or do you want it to actually launch the projectile under its wings? I'm asking because it's awkward to see a raptor missile being launched out of an A10 missile if you know what I mean. I'm currently working on this problem.
Secondly, would you like to see the A10 perform strafing runs from its gatling cannon as opposed to directly shooting at single targets? It's possible. I haven't figured out how yet.
I've only been modding for about a month, but I'll do my best to help.
Edit: I used a blank model and the WeaponLaunchBone (no WeaponFireFXBone needed) was a success (it shoots straight at its target). All I can conclude from this is that it's beyond ini editing. The model AVWarthog requires editing itself (W3D file). That's where I'm stuck. I don't know where to find such tutorial for this advanced stuff.
Posted by: NewNightmare - Friday, August 19, 2011 4:25:21 AM
Hey, well I never created the new weapon in weaponobjects for the a10, but just in weapon.ini and gave it specific projectile. Weapon object is mainly for OCL-designed weapons i think.. e.g. I used it to create my napalm strike, which is all good except it doesn't change it's icon like daisy cutter-to-moab upgrade... everything else works well though.
EDIT:
I'd like to make it as realistic as it looks.. the actual projectile bit would probably the best ;P
+ I'm not sure about the strafing...Shockwave's Deert fly doesn't dive during it's strafing attacks
EDIT 2:
what do you mean by 'blank' model ?
Posted by: brncao - Friday, August 19, 2011 2:04:43 PM
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
[code]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
[/code]
*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.
Try this http://forums.swr-productions.com/index.php?showtopic=597
Posted by: NewNightmare - Saturday, August 20, 2011 1:09:07 AM
well, I have both, the renx and gmax... but how the hell can I import the damn w3ds? its easy to make one...
Posted by: brncao - Saturday, August 20, 2011 7:21:41 PM
Tutorial on importing W3D. http://www.the3rdage.net/item-48
I'll be away for a while, and I won't be working on this for some time. I hope you can figure it out [smile]
Posted by: NewNightmare - Sunday, August 21, 2011 6:34:09 AM
Ok, here are the files for A10 with partly fixed bones... I mean he gets the missiles right now... but the MG fire FX has a black border around... any ideas how to make it look normally ?
+ How to make each missile under the wings disappear once they are fired ?
+ Weird bug... the plane goes to 'damaged' (when its below 30%) ONLY if on airfield.. wtf?
Update: it just doesn't change its state from normal to damaged... + it doesn't react on any conditionstate changes if damaged.... I have made it so that the missiles appear only after weaponset upgrade, and if the A10 gets below the 30%, the missile suddenly dissappear... so it forces defaulconditionstate upon being damaged wtf2?
Update 2: there is no sound once the A10 is damaged (no engine loop)
Here is my code for the conditionstates:
[code] DefaultConditionState
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponMuzzleFlash = SECONDARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
HideSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponMuzzleFlash = SECONDARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06
End
ConditionState = JETEXHAUST
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Wingtip01 JetContrailThin
ParticleSysBone = Wingtip02 JetContrailThin
End
ConditionState = JETEXHAUST REALLYDAMAGED
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Wingtip01 JetContrailThin
ParticleSysBone = Wingtip02 JetContrailThin
End
ConditionState = REALLYDAMAGED
Model = AVWarthog_D
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponMuzzleFlash = SECONDARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
End
ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = AVWarthog_D
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponMuzzleFlash = SECONDARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06
End[/code]
+ The unit only dies properly while in air.. disappears if it is destroyed on airfield
PARTLY FIXED: now there's an effect of stuff flying when A10 dies (like in all jets) but there's no hulk after it [code](added FXOnGroundDeath = FX_JetOnGroundDeath [/code] to death behavior
added new OCL:
[code]ObjectCreationList OCL_A10DeathOnGround
;wings that rips off
CreateDebris
ModelNames = AVWarthog_D1
Offset = X:0 Y:0 Z:0
Mass = 3
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 1
MinForcePitch = 0.0
MaxForcePitch = 20.0
MinLifetime = 4000
MaxLifetime = 6000
End[/code]
As well as another line to death behavior.. should do
[code] OCLOnGroundDeath = OCL_A10DeathOnGround[/code]
** for newbies **
Paste the Art folder into main ZH directory
the JPG shows the error I think also affected the spectre gunship
will update the solutions to the errors as soon as I find one
[ATTACH]876[/Attach] [ATTACH]877[/Attach]
Posted by: brncao - Saturday, October 1, 2011 10:59:06 PM
Good news. I got everything working except for the fins on the missiles (they won't disappear upon firing). The missiles disappear, but not the fins.
Posted by: NewNightmare - Sunday, October 2, 2011 7:59:18 AM
You have to make sure you have the fins attached to missiles (hiarchy of the model)it works like this: when the missiles dissappear, every object below the stack gets removed as well :)
Or: here's how my defaultconditionstate looks like
[code] DefaultConditionState
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponMuzzleFlash = SECONDARY MISSILE
WeaponFireFXBone = SECONDARY MISSILE
WeaponLaunchBone = SECONDARY MISSILE
HideSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 HOUSECOLOR07 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06
End[/code]
+ I have this just above the defaultconditionstate:
[code] ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset[/code]
Posted by: brncao - Sunday, October 2, 2011 9:16:51 AM
I have something that's similar to that code. In RenX I've linked the HOUSECOLOR (fins) to the missile itself (didn't work for some reason). Can I ask you something? Isn't it unnecessary to add HideSubObject? That would make the objects invisible when it comes out of the hangar.
Take a look at the Mig Bomber (NVMIG37). The bomb and the fins both disappear upon firing. The bomb is named 'WEAPONA' and the fins are named 'HOUSECOLOR'
[code]DefaultConditionState
Model = NVMig37
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WEAPONA
End
[/code]
I think there's more to it than simply linking each housecolors under each missiles respectively.
Here's something from the Mig Bomber. A10 puts all the housecolors and missiles as one type. So I think I'll have to separate them out for the A10. [ATTACH]928[/Attach]
Posted by: NewNightmare - Sunday, October 2, 2011 2:58:10 PM
I don't remember how the A10 original model looks like, since Ive done it like a month ago, and for the HideSubObject, I use is coz I have an upgrade that adds the rockets to the plane - it's MG only without it :)
In order to make missiles disappaer the moment they are fired there is an additional line to be put above the conditionastates
and thats the one I;ve already mentioned
[code] ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset[/code]
I have this just below conditionstates, but I don't think it matters
[code] ParticlesAttachedToAnimatedBones = Yes [/code]
My most annoying problem is the damaged model not appearing when in-flight
P.S do you have Model specified in the 'JETEXHAUST REALLYDAMAGED' conditionstate?
Posted by: brncao - Monday, October 3, 2011 10:47:36 AM
I was just gonna say. I too added an upgrade feature to it. Obviously you put ShowSubObject for that condition after upgrade right? I made it micromanagable. Instead of firing all 6 missiles at once, it fires only 2 anti-tank missiles at a time via the command button (once it's used up, it returns to the airbase to reload). Even if it runs out of missiles, it can still use its gattling cannon (unlimited ammo). Just a food for thought[smile]
You must put AVWarthog_D as the model for all REALLYDAMAGED conditions. It tells the game to switch to this model when it's damaged, otherwise it will use the default model (specified in the DefaultConditionstate).
Posted by: NewNightmare - Tuesday, October 4, 2011 3:06:49 AM
I've messed up the whole thing (or at least the code) in the morning... So, I'll have to re-write all conditionstates (will copy from raptor), What I have now is Just the fins that appear from the missile part (i.e. once upgraded, only fins appear, missiles are invisible untill fired, when the actual projectile appears). I have the model right, I think it might be problem with some of the material channel blending stuff in renx, since I just made a plain black texture (Black = transparent on Alpha)
I have everything else working though - JETEXHAUST REALLYDAMAGED is responsible for damaged model in air I think. are ur rockets scattering? coz I am thinking on adding some, since the radius of the explosion itself is more or less same as aurora's, and I wanna make it a Good vs. Groups aircraft ;P.
+ have you managed to get the plane dive when attacking ?
I think copying some of the Tomahawk or SCUD Launcher rockets' Loco might work (there's something set to 0.7 if my memo is right)... but these are just guesses from a school PC :)
P.S. I know how to get the damaged model on, just wasn't sure which conditionstate did I miss :P