Posted by: Zatsupachi - Wednesday, December 30, 2015 1:55:03 AM
[code] 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 [/code]

Posted by: Annihilationzh - Wednesday, December 30, 2015 12:28:30 PM
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?

Posted by: Zatsupachi - Wednesday, December 30, 2015 1:08:50 PM
[quote=Annihilationzh;139391]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?[/quote] 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.