Ravendark 43 Posted April 5, 2015 Any newly build firehawk AFTER you did the strato upgrade has the bug iirc. Also personaly i would disable the afterburner effect when landed (taxiing), prevent it from showing when switching from moving to taxiing (DECELERATE or the correct trans state if you are using those). i would choose to show it when MOVING ATTACKING tho. More or less realisticly speaking aircraft show fullburn effects only during takeoff or dog fighting, normal flight shows hardly any exhaust effects, maybe supercruise but that depends on the fuel mixure. Share this post Link to post
Egozi44 27 Posted April 5, 2015 (edited) Thanks I think I fixed it (Will think about disable the afterburner effect when they on land but for now want it to stay that way) Edit looks like I took out the champagne too fast guys the FireHawks will still shows their blue effect after they really damaged without the upgrade what to do in order to fix it? there is also another bug regarding the FireHawk and Orcas Only Zocom FireHawks making sound when they reload, I want to add it to the other planes but have no clue where the "loading" thing is (I recall I look for it around half year ago for other reason and didn't was able to find it....) Any clue where the "ammo loading" thing is and how I can add sound to it? because I think that the Hardpoints upgrade disable it for the FireHawks of GDI and ST Edited April 6, 2015 by Egozi44 Share this post Link to post
Ravendark 43 Posted April 5, 2015 you need to add the changes to all the damage conditions aswell so if you remove the afterburner effects from TAXIING you need to do the same for DAMAGED TAXIING and REALY_DAMAGED TAXIING. etc. the reloadsound is in the weapon <WeaponTemplate id="GDIOrcaRocketWeapon" Name="GDIOrcaRocketWeapon" AttackRange="250.0" WeaponSpeed="200" MinWeaponSpeed="300" MaxWeaponSpeed="310" FireFX="FX_GDIOrcaMissleFire" FireVeteranFX="FX_GDIOrcaMissleFire" AcceptableAimDelta="20d" ClipSize="6" AutoReloadsClip="RETURN_TO_BASE" SingleAmmoReloadedNotFullSound="GDI_Orca_AmmoLoadOne" ClipReloadedSound="GDI_Orca_AmmoReloaded" CanFireWhileMoving="true" AntiMask="ANTI_GROUND" > Share this post Link to post
Egozi44 27 Posted April 5, 2015 (edited) Thanks I will try the sounds as for the other thing , you meant to the ModelConditionState? the normal damage and really damage don't have the afterburner effects in them, in fact today I tried to add to the zocom firehawk a damaged skin after the upgrade, I mess with the conditions for two hours and also tried to mess with USER_1 (the ModelConditionState that have the afterburner effects) and failed... Then I've noticed that EA didn't made damaged skins to all of zocom aicrafts (after upgrade) but saw that they made cheap effect that make it look as if the skin armor is "shedding" away when the aircraft is being shot.... after seeing that and seeing that my attempts to try added the damaged armor skin to all conditions keep fall I gave up on the skin It a bit of a problem because the zocom firehawk have user_1 Condition (the booster) User_6 Condition (the armor) and user_6 + user_1 two upgrades that change something in the conditions and skin , and need to work in a way of that they won't mess each other (remind me of the Nod avatar...) How can I order the User_1 to work right? (and in zocom case how to make user_6 to not mess user_1 and user_1 to not mess user_6) Edited April 5, 2015 by Egozi44 Share this post Link to post
Egozi44 27 Posted April 6, 2015 (edited) Fixed the sounds Thanks! just the blue effect thing need a fix now... what I need to change? Edited April 6, 2015 by Egozi44 Share this post Link to post
Ravendark 43 Posted April 7, 2015 remember there is a hierachy to adding mutliple modelconditions...the more conditions are grouped together the higher in the xml it needs to be. example: REALLY_DAMAGED MOVING USER_1 USER_2 needs to be above REALLY_DAMAGED MOVING USER_1 needs to be above REALLY_DAMAMGED MOVING and then MOVING Share this post Link to post
Egozi44 27 Posted April 7, 2015 (edited) Wait I think we didn't got each other just to make sure, You talking about the animations or the modelConditionState? And as for the damage issue, I don't want from the firehawk to stop display the effect when it damaged, my issue is that it display the effect when it damaged even when you didn't bought the booster upgrade, the effect will trigger and won't go away once the firehawk is really damaged on both ground and air without having the upgrade... When I tried to add the firehawk the new damaged skin I made it in the order you listed and it didn't worked EA made these Users to the Zocom firehawk: USER_1 LOCOMOTOR_TAXIING USER_6 DAMAGED USER_1 LOCOMOTOR_TAXIING REALLY_DAMAMGED USER_1 DAMAMGED USER_6 USER_1 DAMAMGED USER_1 DAMAMGED REALLY_DAMAMGED DYING USER_1 LOCOMOTOR_TAXIING And there's also User_5 (kane's edition skins) which I ignored I tried to order stuff in the right order and it didn't worked out for me :0 and my new damaged armor skin only shown itself when the firehawk was on the land (not the blue effect, the new damaged skin I made to the firehawk when it upgraded with the new armor and really damaged) I changed skins before even to MCVs... but this look too complicated ... Edited April 7, 2015 by Egozi44 Share this post Link to post
Ravendark 43 Posted April 8, 2015 Well if you want to show the extra mesh that is the exhaust...you have to do that in the animation section through the <script> tags. Animations and modelconditions use the same kindof types. MOVING doesnt have to be just a animation it can be a modelcondition aswell. So if you want to show the exhaust make sure you set a matching animation condition for it. Example: <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING USER_1 USER_6" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="GUFIREHWK_FLYA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> CurDrawableShowSubObject("exhaust01") CurDrawableShowSubObject("exhaust02") </Script> </AnimationState> if you want to show your new damaged skin you need to create conditions for USER_6 + any damaged conditions + moving, taxiing, turning etc, if you only set the new skin for USER_6 it will only show it when USER_6 and nothing else is in effect...and that is when its landed i guess. When its flying the game will look for MOVING + USER_6 if that is not defined it will turn towards the defaultcondition wich probably has the normal skin on it. Share this post Link to post
Egozi44 27 Posted April 9, 2015 (edited) I tried stuff and nothing worked so far (I never mess with the animations before so I'm not surprise...) Let put the damaged skin Aside for now, I want to fix the blue effect that trigger when the firehawk is damaged first Is there any chances that you will take a look at my firehawks xmls and tell me what wrong there? I assuming it the lack of DAMAGED LOCOMOTOR_TAXIING REALLYDAMAGED LOCOMOTOR_TAXIING and LOCOMOTOR_TAXIING ( and ofc to not included to any of them these lines ParticleSysBone BoneName="exhaust01" ParticleSysBone BoneName="exhaust02" True" FXParticleSystemTemplate="GDIFireHawkUpgrade02"/> True" FXParticleSystemTemplate="GDIFireHawkUpgrade02"/> ) but when I add them it still not working Here the xmls (sent them without most of my edits) Please remeber that zocom xml is different (not that I need to remind you ) So I need to know what to add to GDI/ST And Zocom ZOCOMFireHawk.xml SteelTalonsFireHawk.xml GDIFireHawk.xml Edited April 9, 2015 by Egozi44 Share this post Link to post
Ravendark 43 Posted April 9, 2015 (edited) Basicly the exhaust effect is made out of 2 parts....a particle effect (the blue flamy thing iirc) and a actuall mesh (exhaust 1 and 2) in the model itself. You can add a particle effect in the modelconditionstate like so: <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED USER_1 USER_5"> <Model Name="GUFireHwk_SKN" /> <Texture Original="GU_FireHawk" New="GU_FireHawkD_K" /> <Texture Original="GU_FireHawk" New="GU_FireHawkD" /> <ParticleSysBone BoneName="exhaust01" FXParticleSystemTemplate="GDIFireHawkUpgrade02" <------------these are the exhaust particles iirc FollowBone="true" /> <ParticleSysBone BoneName="exhaust02" FXParticleSystemTemplate="GDIFireHawkUpgrade02" <------------these are the exhaust particles iirc FollowBone="true" /> <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" /> </ModelConditionState> to hide/show the mesh (exhaust1 and 2) you use the script tags like so: <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING USER_1 USER_6" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="GUFIREHWK_FLYA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> CurDrawableShowSubObject("exhaust01") <--------- the actuall flame at the back CurDrawableShowSubObject("exhaust02") <--------- the actuall flame at the back </Script> </AnimationState> also why not use the xmls provided by JVN, didnt he basicly do all this for you a few posts above? Edited April 9, 2015 by Ravendark Share this post Link to post
Egozi44 27 Posted April 10, 2015 (edited) I already tried what you told me but didn't included them in the xmls I sent you, I probably messed up the animations because it didn't worked As for JVN's xmls I tried them (that where I took the animation to my xml, in fact these xmls are the ones that started the really damaged issue to begin with) they have the issue (I assume he forgot about the damage condition? through he done marvelous work on everything else) I also tried his xmls alone and still have the same issue I also need the animations and models for the Zocom firehawk which have another skin (which JVN didn't included) Any chances that you can give the lines and tell me where to copy path them? All what I tried so far failed... maybe with your knowledge you will be able to make it work? Edited April 14, 2015 by Egozi44 Share this post Link to post
Egozi44 27 Posted April 18, 2015 (edited) So I assume that no one can help me? :0 I sent help request to jvm but he don't seem to be online since the first week of this month On other topic I discovered new serious bug that made me sweat (not really) I really surprise at myself for not noticing this bug way way earlier.... In KW (even if ver 1.00 and 1.02 Without mods) Crates won't be spawn on some official maps and costumes maps! Even when the Crate option is on! I made a tweak that can only work with the random crates so I really depress after discovering the bug (test the tweak on maps that crate works with, without know about the bug) I've checked the OCL_GenericCrateSpawner , GenericCrateSpawner, OCL_CrateSpawn, and found nothing I even tried TW's xmls which don't seem to have this bug and got the same result, the bug don't seem to be from my mod and happening even on unmoded KW and even on ver 1.00 .... Is there anything that I miss? Does the crates spawn is coded? because it seems that Dear EA forgot to add that code to KW's maps... Edited April 18, 2015 by Egozi44 Share this post Link to post
Lauren 77 Posted April 19, 2015 Open one map where it works and one where it doesn't in WorldBuilder and check for differences. Player lists, teams, scripts, etc. Also the maps where it doesn't work were probably made by BA Games and not EA. Share this post Link to post
Egozi44 27 Posted April 19, 2015 (edited) I extracted the maps and opened them with WB The only scripts that I can see are the world conquest scripts and on some maps the cm scripts the team and players lists don't have big differences some of them don't have the "radar supplier" but it also on maps that spawn crates I don't sure if it the scripts though... I made a multiplier map for 2vs2 some years ago in WB 1.02 for patch 1.02 which don't spawn crates (never really checked if it spawn them years ago... and I didn't disable them in the WB if it even possible...) and I made some new map not long ago for 1vs1 for testing purpose, this map don't have any scripts in it beside the ones that WB automatically add such as the AI for all teams and it Does spawn crates... Something here sound way off... If the mate I tested the game with didn't had the same issue I probably would assume that it just was my own game with faults Edited April 19, 2015 by Egozi44 Share this post Link to post