Help - Search - Members - Calendar
Full Version: Help with APC
SWR Productions Forum > Game Modding and Development > Generals/Zerohour Modding
GDIZOCOM
So today I decided to try putting a new unit into the game.All worked fine except for 2 things:


When it was built and not upgraded,it showed both turrets.


But when I upgraded it,the MG and the TOW launcher disappeared

Code:
CODE
;------------------------------------------------------------------------------
Object AmericaVehicleAPC

; *** ART Parameters ***
  SelectPortrait         = SAAPC_L
  ButtonImage            = SAAPC
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaTOWMissile
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo5 = Upgrade_AmericaCompositeArmor
  
  Draw = W3DTankTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = AVApc
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = AVApc_D
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVApc
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVApc_D
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    TrackMarks           = EXTnkTrack.tga
    TreadAnimationRate      = 2.0 ; amount of tread texture to move per second
    TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
    TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.

  End

; ***DESIGN parameters ***
  DisplayName           = OBJECT:APC
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY HumveeGun
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY HumveeGun
    Weapon = SECONDARY HumveeMissileWeapon
    Weapon = TERTIARY HumveeMissileWeaponAir
    PreferredAgainst = TERTIARY     AIRCRAFT
  End
  ArmorSet
    Conditions      = None
    Armor           = TankArmor
    DamageFX        = TankDamageFX
  End
  BuildCost       = 750
  BuildTime       = 11.0         ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue = 50 50 100 150  ;Experience point value at each level
  ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level
  IsTrainable = Yes            ;Can gain experience
  CrusherLevel           = 2 ;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      = AmericaVehicleHumveeCommandSet

; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
   ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
   ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End

  Behavior = AIUpdateInterface ModuleTag_20
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End

; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 240.0
    InitialHealth   = 240.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000  ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL APCLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100%;10%
    AllowInsideKindOf  = INFANTRY
    ExitDelay = 250
    NumberOfExitPaths = 1; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
    GoAggressiveOnExit = Yes; AI Will tell people to set their mood to Aggressive on exiting
  End

  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialAPCDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
   ;CrateData = EliteTankCrateData
   ;CrateData = HeroicTankCrateData
  End

  Behavior = MaxHealthUpgrade ModuleTag_05
    TriggeredBy   = Upgrade_AmericaCompositeArmor
    AddMaxHealth  = 100.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO  ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
   ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  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 = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5    
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End


Help would be appreciated! 8I.gif
n5p29
check the subobject names. are they matched with the intended meshes names in your W3D model?
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2024 Invision Power Services, Inc.