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Formation Preview & Deploying treaded Artilery + Tint nugget
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Tue Sep 07, 2010 2:07 am    Post subject:  Formation Preview & Deploying treaded Artilery + Tint nugget Reply with quote  Mark this post and the followings unread

1. I finally have an idea why my formation previews look wrong.
My question is; how do you unwrap a model so it fits into a square? (that square Razz )
http://i21.photobucket.com/albums/b258/Senpumaru/FormationPreview1.jpg
Or should I say lots of triangles. Can people who have done a formation preview please give me some tips!

2. http://www.cnc-source.com/forums/index.php?showtopic=7332
That was the original thread on the problem. I'm just wondering if anyone has since got a treaded artilery with a deploy/undeploy animation to work correctly.
Please note that the 'theory' tends not to work in pratice, so pratical examples are prefered.
The Artilery piece in question is a M110 if that helps. While it is easy to get the animations working correctly, the artilery has trouble changing targets when it's in a deployed state if it has to undeploy first.
Also the artilery will often fail to fire on a target if it has first had to travel a distance.

3.
Code:
<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
  <Includes>
    <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
  </Includes>
  <WeaponTemplate id="NodChemicalSprayerRangeFinder" Name="NodChemicalSprayerRangeFinder" AttackRange="130" LeechRangeWeapon="true" AcceptableAimDelta="45d" AntiMask="ANTI_GROUND ANTI_AIRBORNE_VEHICLE ANTI_AIRBORNE_INFANTRY" CanFireWhileMoving="true" FinishAttackOnceStarted="false" ReAcquireDetailType="PER_CLIP">
    <FiringDuration MinSeconds="1.0s" MaxSeconds="1.0s" />
    <Nuggets>
      <TintObjectsNugget Radius="20" PreColorTime="1.0s" SustainedColorTime="3.0s" PostColorTime="1.0s" Frequency="0" Amplitude="0">
        <SpecialObjectFilter Rule="NONE" Include="VEHICLE" />
        <Color R="0" G="2" B="0" />
      </TintObjectsNugget>
    </Nuggets>
  </WeaponTemplate>
  <WeaponTemplate id="NodChemicalSprayer" Name="NodChemicalSprayer" AttackRange="180.0" WeaponSpeed="999999.0" FireSound="NODChemWarrior_FlameWeaponStart" FiringLoopSound="NODChemWarrior_FlameWeaponLoop" FiringLoopSoundContinuesDuringReload="false" AcceptableAimDelta="10d" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" AntiMask="ANTI_GROUND ANTI_STRUCTURE" ClipSize="20" CanFireWhileMoving="true" ReAcquireDetailType="PER_CLIP">
    <PreAttackDelay MinSeconds="0s" MaxSeconds="1s" />
    <FiringDuration MinSeconds="0.1s" MaxSeconds="0.1s" />
    <ClipReloadTime MinSeconds="1s" MaxSeconds="1s" />
    <Nuggets>
      <ActivateStreamNugget Lifetime="0.75s" StreamId="0" />
      <DamageNugget Damage="50" Radius="20.0" DelayTimeSeconds="0.5s" DamageType="GRENADE" DamageFXType="ALIEN_TIOXIN">
        <DamageScalarDetails Scalar="500%">
          <Filter Rule="NONE" Include="INFANTRY" />
        </DamageScalarDetails>
        <DamageScalarDetails Scalar="50%">
          <Filter Rule="NONE" Include="STRUCTURE" />
        </DamageScalarDetails>
      </DamageNugget>
      <!-- Garrison clear -->
      <DamageContainedNugget MaxUnitsToDamage="100" WindowBlastFX="FX_AlienInfantryDeathGreenFX" Damage="=$CLEAR_GARRISON_WEAPON_DAMAGE" DamageType="GRENADE" DeathType="EXPLODED">
        <DamageObjectFilter Rule="NONE" Include="INFANTRY" />
      </DamageContainedNugget>
      <SuppressionNugget Radius="25.0" Suppression="200" DurationSeconds="5s" />
      <TintObjectsNugget Radius="20" PreColorTime="0.5s" SustainedColorTime="3s" PostColorTime="0.5s" Frequency="0" Amplitude="0">
        <SpecialObjectFilter Rule="NONE" Include="VEHICLE" />
        <Color R="0" G="2" B="0" />
      </TintObjectsNugget>
    </Nuggets>
  </WeaponTemplate>
</AssetDeclaration>

Can someone please tell me whats wrong with this code, or make adjustments so it'll work. The idea is to tint any vehicle hit by the weapon green. If someone can test this that would be extra nice!

Thanks

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Sep 07, 2010 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Apply a uvw map modifier and use the "Face" setting, it will do exactly what you want (you just need to edit the square to fit the texture).

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Tue Sep 07, 2010 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you use the MaxDeflectionAntiClockwise and MaxDeflectionClockwise that Golan suggested in the thread you linked to?
If so, there's the reason why your artillery won't turn. I've encountered this problem myself.

EA did a crappy job on certain aspects of the unit control system, and thus a unit that has a target within range, but outside the max deflection, is too stupid to realize that all it needs to do is to turn around.
In short: MaxDeflection is broken.

I kinda wonder why people ask their modding related questions on all forums but C&CSociety. I don't visit other forums (like this one) very regularly.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Tue Sep 07, 2010 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chronosheep wrote:
Do you use the MaxDeflectionAntiClockwise and MaxDeflectionClockwise that Golan suggested in the thread you linked to?
If so, there's the reason why your artillery won't turn. I've encountered this problem myself.

EA did a crappy job on certain aspects of the unit control system, and thus a unit that has a target within range, but outside the max deflection, is too stupid to realize that all it needs to do is to turn around.
In short: MaxDeflection is broken.

I kinda wonder why people ask their modding related questions on all forums but C&CSociety. I don't visit other forums (like this one) very regularly.


Oh well! I guess Kane's wrath has fixed code for the Spectre artilery.

I'll start posting on C&C Society again, I was waiting for thier new forums to start up to be honest.

And thanks to Stygs for the advice! Smile

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