Jump to content
Sign in to follow this  
Madin

Helicopter Slow death module

Recommended Posts

I am having issues using the 'HelicopterSlowDeath' module, currently it spins very erratically and never actually hits the ground and disappears!

 

I never modded Zero hour, so I have no experience using this module. It appears that some of the settings have changes, and it is also highly likely that a number of the entries are no longer needed.

 

Can anyone help me? Has anyone used this in C&C3? (I know that it has been used in a couple of mods).

 

Here is my code:

<HelicopterSlowDeath id="ModuleTag_HelicopterSlowDeath" DestructionDelay="9999s" SpiralOrbitTurnRate="80" SpiralOrbitForwardSpeed="110" SpiralOrbitForwardSpeedDamping=".9999" MaxBraking="210" MinSelfSpin="40" MaxSelfSpin="120" SelfSpinUpdateDelay="0.3s" SelfSpinUpdateAmount="5" FallHowFast="20" DelayFromGroundToFinalDeath="20">
 <DieMuxData DeathTypes="ALL" DeathTypesForbidden="TOPPLED"/>
 </HelicopterSlowDeath>

I am using the 'NODCarryallLocomotor' (which has 'LocomotorWorksWhenDead = Yes'), because I am trying this module on a Helicopter based, vehicle transport.

 

Thanks for any help!

Share this post


Link to post

Remember that Helicoptorslowdeath module is an extension of Slowdeath base module....you might have to bring in extra modifiers like

 

 

<xs:complexType name="SlowDeathBehaviorModuleData">
    <xs:complexContent>
      <xs:extension base="UpdateModuleData">
        <xs:sequence>
            <xs:element name="FX" type="SlowDeathFXListType" minOccurs="0" maxOccurs="4" />
            <xs:element name="OCL" type="SlowDeathOCLType" minOccurs="0" maxOccurs="4" />
            <xs:element name="Weapon" type="SlowDeathWeaponType" minOccurs="0" maxOccurs="4" />
            <xs:element name="Sound" type="SlowDeathSoundType" minOccurs="0" maxOccurs="4" />
            <xs:element name="DieMuxData" type="DieMuxDataType" minOccurs="0" maxOccurs="1" />
        </xs:sequence>
        <!-- hack attribute for update/upgrade problem -->

        <xs:attribute name="SinkRate" type="Velocity" default="0" />
        <xs:attribute name="ProbabilityModifier" type="SageInt" default="10" />
        <xs:attribute name="ModifierBonusPerOverkillPercent" type="Percentage" default="0" />
        <xs:attribute name="SinkDelay" type="Time" default="0s" />
        <xs:attribute name="SinkDelayVariance" type="Time" default="0s" />
        <xs:attribute name="DestructionDelay" type="Time" default="0s" />
        <xs:attribute name="DestructionDelayVariance" type="Time" default="0s" />
        <xs:attribute name="DecayBeginTime" type="Time" default="0s" />

        <xs:attribute name="FlingForce" type="SageReal" default="0" />
        <xs:attribute name="FlingForceVariance" type="SageReal" default="0" />
        <xs:attribute name="FlingPitch" type="Angle" />
        <xs:attribute name="FlingPitchVariance" type="Angle" />

        <xs:attribute name="DeathFlags" type="ModelConditionBitFlags" />
        <xs:attribute name="ShadowWhenDead" type="SageBool" default="false" />

        <xs:attribute name="Fade" type="SageBool" default="false" />
        <xs:attribute name="FadeTime" type="Time" default="0s" />
        <xs:attribute name="FadeDelay" type="Time" default="0s" />

        <xs:attribute name="DeathTypes" type="ModelConditionBitFlags" />
        <xs:attribute name="DeathObjectStatusBits" type="ObjectStatusBitFlags" />
      </xs:extension>
    </xs:complexContent>
  </xs:complexType>
 

to tweak the despawning.

 

Also there is a

 

 

<xs:simpleType name="SlowDeathPhaseType">
    <xs:restriction base="xs:string" >
      <xs:enumeration value="INITIAL" />
      <xs:enumeration value="MIDPOINT" />
      <xs:enumeration value="FINAL" />
      <xs:enumeration value="HIT_GROUND" />
    </xs:restriction>
  </xs:simpleType>

  <xs:complexType name="SlowDeathBaseType">
    <xs:attribute name="Type" type="SlowDeathPhaseType" />
  </xs:complexType>
 

section in slowdeath, could be you have to set the time (phase) to when to execute its slowdeath behavior....might be worth playing with the Hit_Ground bit. the SlowDeathBaseType is used as a base extension in several complex components of the slowdeath module, like

 

 

<xs:sequence>
            <xs:element name="FX" type="SlowDeathFXListType" minOccurs="0" maxOccurs="4" />
            <xs:element name="OCL" type="SlowDeathOCLType" minOccurs="0" maxOccurs="4" />
            <xs:element name="Weapon" type="SlowDeathWeaponType" minOccurs="0" maxOccurs="4" />
            <xs:element name="Sound" type="SlowDeathSoundType" minOccurs="0" maxOccurs="4" />
            <xs:element name="DieMuxData" type="DieMuxDataType" minOccurs="0" maxOccurs="1" />
        </xs:sequence>
 

i havent tested this out, but there is a reasonable chance this determins the timing of the slowdeath module. worth a shot imo?

 


Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×