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.