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WeaponHideShowBone not work
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red2cracker
Vehicle Driver


Joined: 13 Feb 2013

PostPosted: Thu Nov 21, 2013 11:06 am    Post subject:  WeaponHideShowBone not work Reply with quote  Mark this post and the followings unread

Hi. I maked Hawk Missile.

but missile is not disappear when fire.

(like tomahawk, scud launcher)

how to solve this problem?

sorry my english.

Code:

Object SouthKoreaHawkMissile

  ; *** ART Parameters ***
  SelectPortrait         = SAPatriot_L
  ButtonImage            = SAPatriot
  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = No
    ProjectileBoneFeedbackEnabledSlots = PRIMARY

    ;Model을 토마호크로 바꾸니 잘된다. 모델 문제인듯 -_-zz (2003.11.21)
    ;아니다. 코딩 문제인가..
    ;TestBox를 만들어서 넣어보니 한 곳에서만 발사된다. INI 문제인듯.. 이랫다저랬다 -_-a
    DefaultConditionState
      Model             = KBHawk ;AVTomahawk ;UVScudLchr
      Turret            = Turret01
      TurretPitch       = TurretEL01

      WeaponLaunchBone = PRIMARY WeaponA ;MISSILE
      WeaponFireFXBone = PRIMARY ENGINE
      WeaponHideShowBone = PRIMARY MISSILE
    End
  End

  PlacementViewAngle = -45

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:HawkMissile
  Side              = SouthKorea
  EditorSorting     = STRUCTURE
  Prerequisites
    ;Object = AmericaPowerPlant
  End
  BuildCost        = 700 ;1000
  BuildTime        = 1.0 ;25.0           ; in seconds
  EnergyProduction = -3

  WeaponSet
    Conditions = None
    Weapon = PRIMARY HawkMissileWeapon ;CWCruSAM_Launcher
    AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    PreferredAgainst = PRIMARY BALLISTIC_MISSILE AIRCRAFT
  End

  VisionRange    = 360.0           ; Shroud clearing distance AND targeting range
  ShroudClearingRange = 360
  ArmorSet
    Conditions      = None
    Armor           = BaseDefenseArmor
    DamageFX        = StructureDamageFXNoShake
  End
  CommandSet        = AmericaPatriotBatteryCommandSet
  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

  ;Behavior = AIUpdateInterface ModuleTag_20
  ;  AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
  ;  MoodAttackCheckRate        = 250
  ;End

  ; *** AUDIO Parameters ***
  VoiceSelect = PatriotBatterySelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  UnitSpecificSounds
  ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    TurretMoveStart = NoSound
    TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority   = STRUCTURE
  KindOf          = CAN_ATTACK FS_BASE_DEFENSE IMMOBILE IMMUNE_TO_CAPTURE PRELOAD SCORE SELECTABLE STICK_TO_TERRAIN_SLOPE STRUCTURE
  Body            = StructureBody ModuleTag_04
    MaxHealth     = 1000.0
    InitialHealth = 1000.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
 
  Behavior = StealthDetectorUpdate ModuleTag_13
    DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
    DetectionRange   =  200 ;Dustin, enable this for independant balancing!
    CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
    CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  End

  Behavior = BaseRegenerateUpdate ModuleTag_05
    ;No data
  End

  Behavior = AIUpdateInterface ModuleTag_06
    Turret
      TurretTurnRate = 120 ; 80 // turn rate, in degrees per sec
      TurretPitchRate = 160
      AllowsPitch = Yes
      NaturalTurretPitch = 0
      ;FirePitch = 25
      FiresWhileTurning = Yes
      RecenterTime = 2000
      ControlledWeaponSlots = PRIMARY
      MinIdleScanInterval = 1000 ; in milliseconds
      MaxIdleScanInterval = 5000 ; in milliseconds
      MinIdleScanAngle = 25 ; in degrees off the natural turret angle
      MaxIdleScanAngle = 45 ; in degrees off the natural turret angle
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate = 150
  End

  Behavior = DestroyDie ModuleTag_08
    ;nothing
  End
  Behavior             = CreateObjectDie ModuleTag_09
    CreationList  = OCL_AmericanRangerDebris03
    ExemptStatus  = UNDER_CONSTRUCTION
  End
  Behavior             = FXListDie ModuleTag_10
    DeathFX       = FX_StructureTinyDeath
  End

  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_14
    ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  End

  Behavior = StealthDetectorUpdate ModuleTag_15
    DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
    DetectionRange   =  200 ;Dustin, enable this for independant balancing!
    CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
    CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  End

  Geometry            = CYLINDER
  GeometryMajorRadius = 12.0
  GeometryMinorRadius = 1.0
  GeometryHeight      = 14.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End



sshot439.png
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KBHawk.W3D
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The-Light
Grenadier


Joined: 08 Aug 2009
Location: Netherlands

PostPosted: Wed Nov 27, 2013 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

WeaponHideShowBone = PRIMARY MISSILE
should be correct, at least as long as the objects you want to have hidden are called MISSILE01, MISSILE02 and MISSILE03

so, check your naming in the model and code.

Note: if looking at the code of the Scorpion tank you'll notice that EA was actually to lazy to fix the spelling and their model and had to fix it in code.

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red2cracker
Vehicle Driver


Joined: 13 Feb 2013

PostPosted: Fri Dec 20, 2013 10:19 pm    Post subject: i solved problem Reply with quote  Mark this post and the followings unread

I Copyed Cold War Crisis' SA-11 Code.

So It worked well.

Code:

    DefaultConditionState
      Model             = KBHawk ;AVTomahawk ;UVScudLchr
      Turret            = Turret01
      TurretPitch       = TurretEL01

      ;후후 역시나 -_-zz 콜드워 SA11의 코드를 복사했더니 아주 잘 된다. 단 2줄로..
      WeaponLaunchBone = PRIMARY MISSILE
      WeaponFireFXBone = PRIMARY MISSILE

      ;WeaponLaunchBone = PRIMARY MISSILE ;WeaponA
      ;WeaponFireFXBone = PRIMARY ENGINE
      ;WeaponHideShowBone = PRIMARY MISSILE
    End



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