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Tomahawk Storm and ICBM Cruise Missile Silo MOD, for SupW and AirF respectively
WARthog
post 10 May 2019, 20:16
Post #1



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Member No.: 29
Projects: ShockWave Tester



My first modding attempt!

I added the Tomahwak Storm Superweapon to the SuperWeapon Generals Arsenal and the American ICBM Silo replaces the Air Force Generals Particle Uplink Cannon.

I added unique launch icons and made sure they both have correct construction models and the ICBM also launches as it should.

Works with Shockwave 1.201.

Why did i do that? I always wanted the Superweapon General to have more than one Superweapon and since in Real life the Air Force is in command of American ICBM silos, i figured it would be more appropriate to have Granger use the ICBM's instead of the Particle Cannon.

Just place the INI and Art files into the Generals Zero Hour directory where Shockwave is installed and then launch Shockwave.

To uninstall just remove the files you added and its back to plain Shockwave.

2 tiny wrinkles:
1: on night maps the ICBM still launches in horizontal mode
2: the Tomahawk Storm never runs out of power even though it drains 10 units.

If one of you can help me solve this issues, i would be very grateful.

credits go to the post from Oliver in this forum with and the SWG mod on moddb (cant find the link)
I used the codes from those sources to put my mod together
Attached File(s)
Attached File  SupW_TomahwakStorm_AirF_ICBM.zip ( 600.73K ) Number of downloads: 17
 


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Zeke
post 11 May 2019, 5:01
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The tomahawk thing is easy to fix, you just have to add the POWERED kindof to the tomahawk storm.

The ICBM is trickier, and I can't give much details as I've never attempted to fix it myself, but N Project Mod supposedly has fully working Tomahawk Storms and ICBMs, so maybe compare your codes and with theirs, and add any missing models that they added.


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WARthog
post 14 May 2019, 7:21
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Member No.: 29
Projects: ShockWave Tester



Thank you Zeke for your fast answer and your advice.

The Powered kind of worked like a charm.

I checked out N Projects INI files but i'm at aloss.

When i first introduced the ICBM silo into my mod, the missile had the well known bug af launching in horizontal state.

Then i changed the missile model to the one i pulled from this mod: https://www.moddb.com/mods/simple-change-mo...mage-1#imagebox

After that it worked perfectly on day maps. Are there night Map models? i couldnt find any other difference between my INI files and the ones from the simple change mod or N project.

It's not too much of an issue for me since the only Night map i regularly play is Townes' challenge map...but i still would like it to work there too.


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Zeke
post 16 May 2019, 5:04
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If it's not in N Project, then it probably doesn't exist I8.gif


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Omeka88
post 16 May 2019, 16:13
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Member No.: 15601



fixed the icbm silo but i removed all the special status (night,snow,ecc) , so if you plan to use the snow model ecc you need to revert my "fix".

if you don't mind\care of the different model il post the code here (is only the W3D part , the rest of the code is fine):


CODE
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model             = ABNukeSilo
    End

    ConditionState      = DOOR_1_OPENING
      Model             = ABNukeSilo_A2
      Animation         = ABNukeSilo_A2.ABNukeSilo_A2
      AnimationMode     = ONCE
      Flags             = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState      = DOOR_1_WAITING_OPEN
      Model             = ABNukeSilo_A2
      Animation         = ABNukeSilo_A2.ABNukeSilo_A2
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
      WeaponLaunchBone  = PRIMARY RockPost
      ParticleSysBone   = Steam01 BigMissileSteam
      ParticleSysBone   = Steam02 BigMissileSteam
    End
    ConditionState      = DOOR_1_WAITING_TO_CLOSE
      Model             = ABNukeSilo_A3
      Animation         = ABNukeSilo_A3.ABNukeSilo_A3
      AnimationMode     = MANUAL
      Flags             = START_FRAME_FIRST
      WeaponLaunchBone  = PRIMARY RockPost
    End
    ConditionState      = DOOR_1_CLOSING
      Model             = ABNukeSilo_A3
      Animation         = ABNukeSilo_A3.ABNukeSilo_A3
      AnimationMode     = ONCE
      Flags             = MAINTAIN_FRAME_ACROSS_STATES2
    End

    ConditionState      = DAMAGED
      Model             = ABNukeSilo_D
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
    End

    ConditionState      = DOOR_1_OPENING DAMAGED
      Model             = ABNukeSilo_A2D
      Animation         = ABNukeSilo_A2D.ABNukeSilo_A2D
      AnimationMode     = ONCE
      Flags             = MAINTAIN_FRAME_ACROSS_STATES
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke05 SmolderingSmoke
      ParticleSysBone   = Smoke06 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
      ParticleSysBone   = Smoke05 SmolderingFire
      ParticleSysBone   = Smoke06 SmolderingFire

      ParticleSysBone   = Steam01 BigMissileSteam
      ParticleSysBone   = Steam02 BigMissileSteam
    End  
    ConditionState      = DOOR_1_WAITING_OPEN DAMAGED
      Model             = ABNukeSilo_A2D
      Animation         = ABNukeSilo_A2D.ABNukeSilo_A2D
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
      WeaponLaunchBone  = PRIMARY RockPost
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke05 SmolderingSmoke
      ParticleSysBone   = Smoke06 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
      ParticleSysBone   = Smoke05 SmolderingFire
      ParticleSysBone   = Smoke06 SmolderingFire
      ParticleSysBone   = Steam01 BigMissileSteam
      ParticleSysBone   = Steam02 BigMissileSteam
    End  
    ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED
      Model             = ABNukeSilo_A3D
      Animation         = ABNukeSilo_A3D.ABNukeSilo_A3D
      AnimationMode     = MANUAL
      Flags             = START_FRAME_FIRST
      WeaponLaunchBone  = PRIMARY RockPost
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke05 SmolderingSmoke
      ParticleSysBone   = Smoke06 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
      ParticleSysBone   = Smoke05 SmolderingFire
      ParticleSysBone   = Smoke06 SmolderingFire
    End  
    ConditionState      = DOOR_1_CLOSING DAMAGED
      Model             = ABNukeSilo_A3D
      Animation         = ABNukeSilo_A3D.ABNukeSilo_A3D
      AnimationMode     = ONCE
      Flags             = MAINTAIN_FRAME_ACROSS_STATES2
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke05 SmolderingSmoke
      ParticleSysBone   = Smoke06 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
      ParticleSysBone   = Smoke05 SmolderingFire
      ParticleSysBone   = Smoke06 SmolderingFire
    End

     ConditionState     = REALLYDAMAGED RUBBLE
      Model             = ABNukeSilo_E
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke05 SmolderingSmoke
      ParticleSysBone   = Smoke06 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
      ParticleSysBone   = Smoke05 SmolderingFire
      ParticleSysBone   = Smoke06 SmolderingFire
    End
  
    ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE
      Model             = ABNukeSilo_A2E
      Animation         = ABNukeSilo_A2E.ABNukeSilo_A2E
      AnimationMode     = ONCE
      Flags             = MAINTAIN_FRAME_ACROSS_STATES
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke05 SmolderingSmoke
      ParticleSysBone   = Smoke06 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
      ParticleSysBone   = Smoke05 SmolderingFire
      ParticleSysBone   = Smoke06 SmolderingFire
      ParticleSysBone   = Steam01 BigMissileSteam
      ParticleSysBone   = Steam02 BigMissileSteam
    End  
    ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
      Model             = ABNukeSilo_A2E
      Animation         = ABNukeSilo_A2E.ABNukeSilo_A2E
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
      WeaponLaunchBone  = PRIMARY RockPost
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke05 SmolderingSmoke
      ParticleSysBone   = Smoke06 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
      ParticleSysBone   = Smoke05 SmolderingFire
      ParticleSysBone   = Smoke06 SmolderingFire
      ParticleSysBone   = Steam01 BigMissileSteam
      ParticleSysBone   = Steam02 BigMissileSteam
    End  
    ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE
      Model             = ABNukeSilo_A3E
      Animation         = ABNukeSilo_A3E.ABNukeSilo_A3E
      AnimationMode     = MANUAL
      Flags             = START_FRAME_FIRST
      WeaponLaunchBone  = PRIMARY RockPost
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke05 SmolderingSmoke
      ParticleSysBone   = Smoke06 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
      ParticleSysBone   = Smoke05 SmolderingFire
      ParticleSysBone   = Smoke06 SmolderingFire
    End  
    ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
      Model             = ABNukeSilo_A3E
      Animation         = ABNukeSilo_A3E.ABNukeSilo_A3E
      AnimationMode     = ONCE
      Flags             = MAINTAIN_FRAME_ACROSS_STATES2
      ParticleSysBone   = Smoke01 SmolderingSmoke
      ParticleSysBone   = Smoke02 SmolderingSmoke
      ParticleSysBone   = Smoke03 SmolderingSmoke
      ParticleSysBone   = Smoke04 SmolderingSmoke
      ParticleSysBone   = Smoke05 SmolderingSmoke
      ParticleSysBone   = Smoke06 SmolderingSmoke
      ParticleSysBone   = Smoke01 SmolderingFire
      ParticleSysBone   = Smoke02 SmolderingFire
      ParticleSysBone   = Smoke03 SmolderingFire
      ParticleSysBone   = Smoke04 SmolderingFire
      ParticleSysBone   = Smoke05 SmolderingFire
      ParticleSysBone   = Smoke06 SmolderingFire
    End  

;*******************************************************************************
*******************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = ABNukeSilo
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = ABNukeSilo_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = ABNukeSilo_E
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = ABNukeSilo
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model              = ABNukeSilo_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model              = ABNukeSilo_E
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = SOLD
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD SNOW DAMAGED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED
;*******************************************************************************
*******************************************    

  End

; ------------ construction-zone fence -----------------
  Draw                = W3DModelDraw ModuleTag_02
  AnimationsRequirePower = No
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0  ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0  ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0  ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0  ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

; ------------ under-construction scaffolding -----------------
  Draw                = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired    = MEDIUM
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0  ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0  ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0  ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0  ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  PlacementViewAngle = 135


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WARthog
post 19 May 2019, 16:44
Post #6



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Group: Legend
Posts: 73
Joined: 6 June 2009
Member No.: 29
Projects: ShockWave Tester



Hi Omeka88, thanks you for answering

I tried changing the CruiseMissile.ini with your code but it prompted a serious error upon launch of the mode.

I attached the INI with the modifications. Can you see an error? Attached File  CruiseMissile.zip ( 3.32K ) Number of downloads: 3


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Omeka88
post 20 May 2019, 15:02
Post #7



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Group: Members
Posts: 48
Joined: 14 July 2017
From: Roma
Member No.: 15601



QUOTE (WARthog @ 19 May 2019, 17:44) *
Hi Omeka88, thanks you for answering

I tried changing the CruiseMissile.ini with your code but it prompted a serious error upon launch of the mode.

I attached the INI with the modifications. Can you see an error? Attached File  CruiseMissile.zip ( 3.32K ) Number of downloads: 3



whoop should i send the ini next time tongue.gif

if you use Netepad++ (is a good free program for coding or just note)
line 232 and 278

i see you file have that :

ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End

;*******************************************************************************
******************************************* <--- [PROBLEM HERE!]

the game don't like those

make like that :

;***************************************************************************

or remove those are uslees anyway


i post the fixed one just in case : https://www.codepile.net/pile/EnRyJNPM

This post has been edited by Omeka88: 20 May 2019, 15:09


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WARthog
post 21 May 2019, 21:14
Post #8



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Group: Legend
Posts: 73
Joined: 6 June 2009
Member No.: 29
Projects: ShockWave Tester



Omeka88 Thank you so much! It worked! biggrin.gif

Now the missile fires as it should on night maps.

Heres my mod fully functioning:Attached File  SupW_TomahwakStorm_AirF_ICBM.zip ( 599.43K ) Number of downloads: 15


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