Importing EuropeCombatMedic from ROTR to SW, missing dying animation |
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Importing EuropeCombatMedic from ROTR to SW, missing dying animation |
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#1
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![]() Group: Members Posts: 3 Joined: 23 July 2019 Member No.: 20297 ![]() |
Hi everyone!
I´m working on a personal mod adopting Europe as a new side for SW. i implemented the EuropeCombatMedic from ROTR to SW, deleted the WeaponC and made him autoheal. Problem is the dying animation if its shot. The W3D just disapears Dying by other means (explosion, fire, crush) works fine. Can someone please point out the fault i made? CODE ;------------------------------------------------------------------------------
Object EuropeMedic ; *** ART Parameters *** SelectPortrait = SEMedic_L ButtonImage = SEMedic ;UpgradeCameo1 = Upgrade_EuropeCeramicArmor Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;NORMAL STANDING DefaultConditionState Model = EIMedic_SKN IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 10 IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB AnimationMode = ONCE HideSubObject = EXO WeaponFireFXBone = PRIMARY Bone_SatCom TransitionKey = TRANS_STAND End ConditionState = MOVING Animation = NIHCKR_SKL.NIHCKR_RNA 14 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING UNPACKING AliasConditionState = MOVING PREATTACK_A AliasConditionState = MOVING USING_WEAPON_A AliasConditionState = MOVING RELOADING_A AliasConditionState = MOVING USING_WEAPON_A RELOADING_A ;Machine Pistol Attack ConditionState = PREATTACK_A Model = EIMedic_SKN_B Animation = UIMOB01_SKL.UIMOB01_ATA1_ST; start firing AnimationMode = ONCE TransitionKey = TRANS_PREATTACK_A End ConditionState = USING_WEAPON_A Model = EIMedic_SKN_B Animation = UIMOB01_SKL.UIMOB01_ATA1_LP; looping firing AnimationMode = LOOP TransitionKey = TRANS_FIRING_A AnimationSpeedFactorRange = 2.0 4.0 WeaponFireFXBone = PRIMARY Muzzle End TransitionState = TRANS_FIRING_A TRANS_RELOADING_A Model = EIMedic_SKN_B Animation = UIMOB01_SKL.UIMOB01_ATA1_ED; end firing AnimationMode = ONCE End ConditionState = RELOADING_A Model = EIMedic_SKN_B Animation = UIMOB01_SKL.UIMOB01_STA AnimationMode = LOOP TransitionKey = TRANS_RELOADING_A End AliasConditionState = USING_WEAPON_A RELOADING_A ;Recover Wounded infantry ;ConditionState = PREATTACK_C ;Animation = NIHCKR_SKL.NIHCKR_ATA1 ;AnimationMode = ONCE ;End ;ConditionState = USING_WEAPON_C ;Animation = NIHCKR_SKL.NIHCKR_ATA2 ;AnimationMode = LOOP ;TransitionKey = TRANS_FIRING_C ;End ;TransitionState = TRANS_FIRING_C TRANS_STAND ;Animation = NIHCKR_SKL.NIHCKR_ATA3 ;AnimationMode = ONCE ;End ;Misc Animations ConditionState = FREEFALL Animation = NIHCKR_SKL.NIHCKR_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NIHCKR_SKL.NIHCKR_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING DYING ConditionState = DYING Animation = NIHCKR_SKL.NIHCKR_DTA Animation = NIHCKR_SKL.NIHCKR_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NIHCKR_SKL.NIHCKR_ADTG1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NIHCKR_SKL.NIHCKR_ADTG2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NIHCKR_SKL.NIHCKR_ADTG3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = NIHCKR_SKL.NIHCKR_CHA AnimationMode = LOOP End TransitionState = TRANS_Falling TRANS_Chute Animation = NIHCKR_SKL.NIHCKR_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_STAND Animation = NIHCKR_SKL.NIHCKR_PTD AnimationMode = ONCE End End ; ------------ Healing Ring ----------------- ;Draw = W3DModelDraw ModuleTag_HealAura01 ;ConditionState = NONE ;Model = EXMedicRcvr ;HideSubObject = CYLINDER01 Box01 ;ParticleSysBone = NONE CombatMedicHealingRadiusEffect ;End ;ConditionState = PREATTACK_C ;Model = EXMedicRcvr ;Animation = EXMedicRcvr.EXMedicRcvr ;AnimationMode = LOOP ;Flags = RANDOMSTART ;HideSubObject = CYLINDER01 Box01 ;ParticleSysBone = NONE CombatMedicHealingRadiusEffect ;End ;AliasConditionState = USING_WEAPON_C ;ConditionState = DYING ;Model = NONE ;End ;AliasConditionState = DYING EXPLODED_FLAILING ;AliasConditionState = DYING EXPLODED_BOUNCING ;AliasConditionState = FREEFALL DYING ;AliasConditionState = PARACHUTING ;AliasConditionState = PARACHUTING DYING ;End ; ***DESIGN parameters *** DisplayName = OBJECT:CombatMedic Side = Europe EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = NONE Weapon = PRIMARY MedicMachinePistolWeapon Weapon = SECONDARY NONE AutoChooseSources = SECONDARY NONE ;Weapon = TERTIARY MedicMachineRecoverWoundedWeapon ;AutoChooseSources = TERTIARY none End ;WeaponSet ;Conditions = PLAYER_UPGRADE ;Weapon = PRIMARY MedicMachinePistolUpgradedWeapon ;Weapon = SECONDARY NONE ;AutoChooseSources = SECONDARY NONE ;Weapon = TERTIARY MedicMachineRecoverWoundedWeapon ;AutoChooseSources = TERTIARY none ;End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 220 ShroudClearingRange = 220 BuildCost = 250 BuildTime = 8.0 ;in seconds ExperienceValue = 40 40 60 80 ;Experience point value at each level ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = EuropeMedicCommandSet ; *** AUDIO Parameters *** VoiceSelect = MedicVoiceSelect VoiceAttack = MedicVoiceAttack VoiceFear = MedicVoiceFear VoiceMove = MedicVoiceMove VoiceGuard = MedicVoiceMove UnitSpecificSounds VoiceCreate = MedicVoiceCreate VoiceGarrison = MedicVoiceMove VoiceEnter = MedicVoiceMove VoiceGetHealed = MedicVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY OBSTACLE SCORE IGNORES_SELECT_ALL SALVAGER Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End ;Behavior = MaxHealthUpgrade ModuleTag_Armor01 ;TriggeredBy = Upgrade_EuropeCeramicArmor ;AddMaxHealth = 50.0 ;ChangeType = ADD_CURRENT_HEALTH_TOO ;End Behavior = AIUpdateInterface ModuleTag_0623;AIUpdateInterface ModuleTag_04byChinaBlackLotus AutoAcquireEnemiesWhenIdle = No End Locomotor = SET_NORMAL BasicHumanLocomotor ;Locomotor = SET_NORMAL_UPGRADED EuropeanInfantryExoSkeletonLocomotor Behavior = CommandButtonHuntUpdate ModuleTag_02232 End Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = SquishCollide ModuleTag_08 End Behavior = AutoHealBehavior ModuleTag_22 HealingAmount = 8 HealingDelay = 400; msec Radius = 75.0 StartsActive = Yes KindOf = INFANTRY End ;Behavior = BoneFXDamage ModuleTag_Healing01 ;End ;Behavior = BoneFXUpdate ModuleTag_Healing02 ;PristineOCL1 = bone:NULL OnlyOnce:No 150 150 OCL:OCL_MericHealingAura ;DamagedOCL1 = bone:NULL OnlyOnce:No 150 150 OCL:OCL_MericHealingAura ;ReallyDamagedOCL1 = bone:NULL OnlyOnce:No 150 150 OCL:OCL_MericHealingAura ;End ;Behavior = FireWeaponUpdate ModuleTag_Healing03 ;Weapon = MedicHealingDecalWeapon ;End ;Venom exo skeleton upgrade modules ;Behavior = SubObjectsUpgrade ModuleTag_Venom01 ;TriggeredBy = Upgrade_EuropeVenom ;ShowSubObjects = EXO ;ConflictsWith = Upgrade_EuropeManticore Upgrade_EuropePandora ;End ;Behavior = LocomotorSetUpgrade ModuleTag_Venom02 ;TriggeredBy = Upgrade_EuropeVenom ;ConflictsWith = Upgrade_EuropeManticore Upgrade_EuropePandora ;End ;Behavior = WeaponSetUpgrade ModuleTag_Venom03 ;TriggeredBy = Upgrade_EuropeVenom ;ConflictsWith = Upgrade_EuropeManticore Upgrade_EuropePandora ;End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -EXTRA_8 DestructionDelay = 0 OCL = INITIAL OCL_WoundedMedic FX = INITIAL FX_MedicDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MedicDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_MedicFireDie OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_MedicToxinDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_MedicToxinDie OCL = INITIAL OCL_ToxicInfantryBeta;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_MedicTeslaDie OCL = INITIAL OCL_TeslaDeathInfantry FX = FINAL FX_IfantryTeslaDie End Behavior = SlowDeathBehavior ModuleTag_Death08;new and shiney microwave death effect DeathTypes = NONE +EXTRA_2 DestructionDelay = 0 FX = INITIAL FX_MedicFireDie OCL = INITIAL OCL_MicrowavedInfantry End Behavior = SlowDeathBehavior ModuleTag_Death09 DeathTypes = NONE +EXTRA_3 DestructionDelay = 0 FX = INITIAL FX_MedicToxinDie OCL = INITIAL OCL_ViralInfantryDeath End Behavior = SlowDeathBehavior ModuleTag_Death045;Brutal kill with lots of blood and no death scream DeathTypes = NONE +EXTRA_4 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 OCL = INITIAL OCL_BrutalBloodyDeathBits FX = INITIAL FX_InfantryGoreExplosion End Behavior = SlowDeathBehavior ModuleTag_036;Gore death explosion DeathTypes = NONE +EXTRA_5 ProbabilityModifier = 30 DestructionDelay = 0 OCL = INITIAL OCL_BloodyGoreExplosion FX = FINAL FX_InfantryGoreExplosion End Behavior = SlowDeathBehavior ModuleTag_Death0323 DeathTypes = NONE +EXTRA_5 ProbabilityModifier = 70 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MedicDie OCL = INITIAL OCL_BrutalBloodyDeathBits FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_03241156;Radiation Melt DeathTypes = NONE +EXTRA_6 DestructionDelay = 0 OCL = INITIAL OCL_RadiationDeathInfantry FX = INITIAL FX_GIDieRadiation FX = FINAL FX_MedicToxinDie End Behavior = SlowDeathBehavior ModuleTag_0323241156;Radiation Melt DeathTypes = NONE +EXTRA_7 DestructionDelay = 0 OCL = INITIAL OCL_NeutronRadiationDeathInfantry FX = INITIAL FX_GIDieRadiation FX = FINAL FX_MedicToxinDie End Behavior = SlowDeathBehavior ModuleTag_03231;Cryogenic Freeze death DeathTypes = NONE +LASERED DestructionDelay = 0 FX = INITIAL FX_GIDieCryoFreeze OCL = INITIAL OCL_CrygenicDeathInfantry End Behavior = SlowDeathBehavior ModuleTag_Surrender_Death DeathTypes = NONE +EXTRA_8 DestructionDelay = 0 FX = INITIAL FX_MedicSurrender OCL = INITIAL OCL_MedicSurrendering End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_11 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI_2; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object EuropeInfantryMedicSurrenderCrate ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; --- Idle DefaultConditionState Model = EIMedic_SKN Animation = NIHCKR_SKL.NIHCKR_SUR AnimationMode = ONCE HideSubObject = EXO TransitionKey = TRANS_SURRENDERING WeaponMuzzleFlash = PRIMARY MuzzleFS End ConditionState = LOADED Animation = NIHCKR_SKL.NIHCKR_SST AnimationMode = LOOP WaitForStateToFinishIfPossible = TRANS_SURRENDERING End ; --- dying anims ConditionState = RUBBLE Animation = NIHCKR_SKL.NIHCKR_DTA Animation = NIHCKR_SKL.NIHCKR_DTB AnimationMode = ONCE TransitionKey = None AnimationSpeedFactorRange = 1.5 2.0 End End Draw = W3DModelDraw ModuleTag_SurrenderFlag01 DefaultConditionState Model = EXSurndr_B Animation = EXSurndr_B.EXSurndr_B AnimationMode = ONCE HideSubObject = FLAG TransitionKey = TRANS_SURRENDERING End ConditionState = LOADED ShowSubObject = FLAG WaitForStateToFinishIfPossible = TRANS_SURRENDERING End ConditionState = RUBBLE Animation = NONE End End ; ***DESIGN parameters *** Side = Europe EditorSorting = SYSTEM WeaponSet Conditions = None Weapon = SECONDARY SuicideUnresistableWeapon End ArmorSet Conditions = None Armor = POWArmor DamageFX = InfantryDamageFX End ExperienceValue = 0 0 0 0 ExperienceRequired = 0 0 0 0 IsTrainable = Yes CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = INFANTRY UNATTACKABLE CAN_ATTACK Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 10.0 End Behavior = AIUpdateInterface ModuleTag_03232 End Behavior = OCLUpdate ModuleTag_ReviveTrigger01 MinDelay = 30000 MaxDelay = 33000 OCL = OCL_CreateRealFortress End Behavior = UnitCrateCollide ModuleTag_02 UnitCount = 1 UnitName = AmericanCIAInteligenceObject RequiredKindOf = CAN_RAPPEL ;Rangers only HumanOnly = No BuildingPickup = No PickupScience = SCIENCE_CapturePrisoners;Requires the rangers to have this upgrade ForbidOwnerPlayer = Yes ExecuteFX = FX_PrisonerCratePickup ExecuteAnimation = PrisonerCaptured ExecuteAnimationTime = 4.0 ; In seconds ExecuteAnimationZRise = 15.0 ; Z world units per second to rise ExecuteAnimationFades = Yes ; Animation does/doesn't fade out End ;Venom exo skeleton upgrade modules Behavior = SubObjectsUpgrade ModuleTag_Venom01 TriggeredBy = Upgrade_EuropeVenom ShowSubObjects = EXO End Behavior = TransportContain ModuleTag_Loaded01 Slots = 1 InitialPayload = GenericFakeRider1_Default_Rank 1 AllowInsideKindOf = NO_COLLIDE End Behavior = SquishCollide ModuleTag_Crush01 End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Revive01 DeathTypes = NONE +SUICIDED DestructionDelay = 0 End Behavior = CreateObjectDie ModuleTag_Revive02 DeathTypes = NONE +SUICIDED CreationList = OCL_SurrenderedMedicRevive TransferPreviousHealth = Yes End Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -SUICIDED DestructionDelay = 0 OCL = INITIAL OCL_WoundedMedic FX = INITIAL FX_MedicDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MedicDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_MedicFireDie OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_MedicToxinDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_MedicToxinDie OCL = INITIAL OCL_ToxicInfantryBeta;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_MedicTeslaDie OCL = INITIAL OCL_TeslaDeathInfantry FX = FINAL FX_IfantryTeslaDie End Behavior = SlowDeathBehavior ModuleTag_Death08;new and shiney microwave death effect DeathTypes = NONE +EXTRA_2 DestructionDelay = 0 FX = INITIAL FX_MedicFireDie OCL = INITIAL OCL_MicrowavedInfantry End Behavior = SlowDeathBehavior ModuleTag_Death09 DeathTypes = NONE +EXTRA_3 DestructionDelay = 0 FX = INITIAL FX_MedicTeslaDie FX = FINAL FX_IfantryTeslaDie OCL = INITIAL OCL_TeslaDeathInfantry Weapon = INITIAL ShockTrooperTeslaDeathZapWeapon Weapon = MIDPOINT ShockTrooperTeslaDeathZapWeapon Weapon = FINAL ShockTrooperTeslaDeathZapWeapon End Behavior = SlowDeathBehavior ModuleTag_Death045;Brutal kill with lots of blood and no death scream DeathTypes = NONE +EXTRA_4 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 OCL = INITIAL OCL_BrutalBloodyDeathBits FX = INITIAL FX_InfantryGoreExplosion End Behavior = SlowDeathBehavior ModuleTag_036;Gore death explosion DeathTypes = NONE +EXTRA_5 ProbabilityModifier = 30 DestructionDelay = 0 OCL = INITIAL OCL_BloodyGoreExplosion FX = FINAL FX_InfantryGoreExplosion End Behavior = SlowDeathBehavior ModuleTag_Death0323 DeathTypes = NONE +EXTRA_5 ProbabilityModifier = 70 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MedicDie OCL = INITIAL OCL_BrutalBloodyDeathBits FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_03241156;Radiation Melt DeathTypes = NONE +EXTRA_6 DestructionDelay = 0 OCL = INITIAL OCL_RadiationDeathInfantry FX = INITIAL FX_GIDieRadiation FX = FINAL FX_MedicToxinDie End Behavior = SlowDeathBehavior ModuleTag_0323241156;Radiation Melt DeathTypes = NONE +EXTRA_7 DestructionDelay = 0 OCL = INITIAL OCL_NeutronRadiationDeathInfantry FX = INITIAL FX_GIDieRadiation FX = FINAL FX_MedicToxinDie End Behavior = SlowDeathBehavior ModuleTag_03231;Cryogenic Freeze death DeathTypes = NONE +LASERED DestructionDelay = 0 FX = INITIAL FX_GIDieCryoFreeze OCL = INITIAL OCL_CrygenicDeathInfantry End ; --- end Death modules --- Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 5.0 GeometryHeight = 7.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 18; ShadowSizeY = 18; ShadowTexture = EXPowDcl; End |
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#2
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![]() Group: Members Posts: 3 Joined: 23 July 2019 Member No.: 20297 ![]() |
Topic can be closed / deleted.
I solved the problem! |
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#3
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![]() The X General ![]() Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated ![]() |
Perhaps you can share a little bit about what the problem was and how you fixed it, for the sake of reference?
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#4
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![]() Group: Members Posts: 3 Joined: 23 July 2019 Member No.: 20297 ![]() |
Perhaps you can share a little bit about what the problem was and how you fixed it, for the sake of reference? Ohh, sure i can... Basically it were these lines: Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -SUICIDED DestructionDelay = 0 OCL = INITIAL OCL_WoundedMedic FX = INITIAL FX_MedicDie End SinkDelay and SinkRate was missing and the DestructionDelay was 0. i altered it to: Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -LASERED -EXTRA_2 -EXTRA_3 -EXTRA_4 -EXTRA_5 -EXTRA_6 -EXTRA_7 -EXTRA_8 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 OCL = INITIAL OCL_WoundedMedic FX = INITIAL FX_MedicDie End As far as i understand is that because of the "Recover" option of European troopers in ROTR so their "death" is in a seperate .ini called EuropeWoundedObjects. I have to alter that in all European Infantry .inis that i want to transfer. hope that helps for reference! This post has been edited by Biopreparat: 24 Aug 2019, 15:27 |
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Lo-Fi Version | Time is now: 28 May 2023 - 20:33 |