Madin 11 Posted June 14, 2015 What does the 'RetainSubObjects' attribute do? (It is used in the GDI Predators code). Does the 'ScriptedModelDrawAttachModel' actually work? (I tried it out, but I am probably using it wrong). Lastly does the 'OverrideTooltip' attribute work? (again I could not understand how to use this). Thanks for any help! Share this post Link to post
Ravendark 46 Posted June 16, 2015 (edited) Does the 'ScriptedModelDrawAttachModel' actually work? (I tried it out, but I am probably using it wrong). im assuming it would be used like this? <ScriptedModelDrawAttachModel> <Model Object="mymodel" ----> might have to define a Include for it aswell <Include type="all" source="ART:mymodel.w3x" /> Probability="1" /> <Offset x="0.0" y="0.0" z="0.0" /> </ScriptedModelDrawAttachModel> Lastly does the 'OverrideTooltip' attribute work? (again I could not understand how to use this). again assuming you use that change the description when in a certain modelconditionstate like: <ModelConditionState ParseCondStateType="NORMAL" ConditionsYes="USER_20" OverrideToolTip="Desc:GDIartillery_deployed" ---> might be dependant on the string category used for this (NAME:, DESC:, TYPE:,) <Model Name="GDIArtillery_Deployed_SKN" /> </ModelConditionState> As for the retainsubojects....i think its used to keep suboject visibility in effect during modelconditionstate switches. Here is my bad attempt at explaining it: The predator has 4 extra subobjects for its treads: moving forward, moving back, turn left and turn right. By telling the damage states to keep the current subobjects you only need to define subobject visibility in fewer animations: moving, reverse, turn left and turn right. retain subjects will "remember what script is running to show/hide subjects even when it switches to a damaged or really damamged conditionstate." so when moving AND Really_damaged is active it will show the correct tread mesh for the moving foward animation. Without retaining thhem you would've had to make a MOVING REALLY_DAMAGED animationstate aswell where you had to define a <script> to hide/show the correct mesh again. Does that make any sense? the harvester and mammoth tank use the same for their treads, nd the harvester for its moving tiberium effect on its pincher arm. Edited June 16, 2015 by Ravendark Share this post Link to post
Madin 11 Posted June 16, 2015 Some interesting thoughts, I will look further into the 'OverrideToolTip' setting. I have never seen any evidence of the 'AttachModel' working (from past SAGE games), so I will discard it. Share this post Link to post