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Fixing the TW Obelisk
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Apr 30, 2010 2:18 pm    Post subject:  Fixing the TW Obelisk Reply with quote  Mark this post and the followings unread

As I dunno if this can be classified as a tutorial, I put it in the C&C3 editing forum.
Anyways, I noticed that when the Obelisk fires on enemy infantry (the sweeping laser), it doesn't charge. I ain't sure if this is an oversight or that EA wanted it to be like this, but I figured out how to fix this. I want to thank Chrizz/Stygs for pointing me in the correct direction.
Here's what you need to fix in NODObelisk.xml:

Charge-up FX:
In the <!-- DRAW CRYSTAL --> <ScriptedModelDraw> part, add this (preferable under the PREATTACK_A part):
Code:
<AnimationState
   ParseCondStateType="PARSE_NORMAL"
   ConditionsYes="PREATTACK_B">
   <Animation
      AnimationName="NBObeliskCrstl"
      AnimationMode="ONCE" />
   <ParticleSysBone
      BoneName="FX_Weapon"
      FXParticleSystemTemplate="NODObeliskFireDistort" />
   <ParticleSysBone
      BoneName="FX_Weapon"
      FXParticleSystemTemplate="NODObeliskFireGlow" />
</AnimationState>


Charge-up sound:
As the charge FX and the sound are seperate, here's the sound codes.
In the ClientBehaviors part, add this (preferable under the PREATTACK_A part):
Code:
<ModelConditionAudioLoopClientBehavior id="ModuleTag_NOD_Obelisk_LaserChargeUp2">         
   <ModelConditionSound Sound="NOD_Obelisk_LaserChargeUp" RequiredFlags="PREATTACK_B" ExcludedFlags="DYING" />
</ModelConditionAudioLoopClientBehavior>


As you may see, it's the same as the codes for the Anti-armor laser, which is PREATTACK_A, only now I use PREATTACK_B, which is the sweeping laser.

I hope this was useful Wink

Last edited by Dutchygamer on Fri Apr 30, 2010 4:21 pm; edited 1 time in total

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Fri Apr 30, 2010 4:11 pm    Post subject: Re: Fixing the TW Obelisk Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Note: replace the '{' and '}' with '<' and '>' respectively. I've done this, or else the forum sees it as code, and it removes it (maybe something for Banshee to fix)


Check the "Disable HTML in this post" option and it will work.

Code:
<PseudoExample
   ThanksForTheTutorialTo="Dutchygamer"
   >
   <WahLookThisWorks
      ORly="Yah!"\>
</PseudoExample>

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Apr 30, 2010 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, cheers Wink

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