Egozi44 27 Posted October 14, 2015 (edited) Hi there I have two issues I try to solve atm and would like someone's help on the matter 1. I need to add to my cyborg commando reload animation since unlike the GDI's or Nod's Commando he don't have it in the shooting animation and it make him show shooting animation nonstop when reloading I originally set him to reload really fast so it didn't bothered me at first but it seem to be OP so I must give him reload time and animation but I never saw unit in TW that have separate reload animation so I don't sure what the orders they uses I already Added animation and condition (RELOAD_A) but it mess up some other animations now since I don't know in which order I suppose to put it, can someone help me out adding in it in the right order and what conditions need to be added? (exsmple when he reload and you tell him to move the reload animetion will keep up while he moving, same with cover + reload, so I added MOVING RELOAD_A and COVER RELOAD_A, and even COVER MOVING RELOAD_A but the issue was with the order i added it... that what I assume at least) Here the animation xml Without the RELOAD_A I added, please tell me what the locations it need to be added <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW"></AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="INSIDE_GARRISON"></AnimationState> <AnimationState ParseCondStateType="PARSE_DEFAULT" AllowRepeatInRandomPick="true" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_Idle"> <Animation AnimationName="NUS_COMMANDOA_BIDA" AnimationMode="ONCE" AnimationPriority="20" /> <Animation AnimationName="NUS_COMMANDOA_BIFA" AnimationMode="ONCE" AnimationPriority="5" /> <Animation AnimationName="NUS_COMMANDOA_BIFB" AnimationMode="ONCE" AnimationPriority="5" /> <Animation AnimationName="NUS_COMMANDOA_BIFC" AnimationMode="ONCE" AnimationPriority="5" /> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_stunned_flailing" then CurDrawableSetTransitionAnimState("STATE_stunned_landing") end if Prev == "STATE_Suppressed" then CurDrawableSetTransitionAnimState("TRANS_fromSuppressed") end if Prev == "STATE_SelectedPose" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STUNNED_FLAILING" StateName="STATE_stunned_flailing"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="LOOP" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" StateName="STATE_stunned_landing"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FRONTCRUSHED"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="BACKCRUSHED"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED DYING" StateName="STATE_Suppressed"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER DYING" StateName="STATE_Cover"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED MOVING" StateName="STATE_Suppressed"> <Animation AnimationName="NUS_COMMANDOA_RUNA" AnimationMode="LOOP" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED USING_WEAPON_A" StateName="STATE_Suppressed" Flags="RESTART_ANIM_WHEN_COMPLETE"> <Animation AnimationPriority="85" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_ATKA" AnimationBlendTime="7"/> <Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_ATKB" AnimationBlendTime="3"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_Suppressed"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> <Script> Prev = CurDrawablePrevAnimationState() if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then CurDrawableSetTransitionAnimState("TRANS_toSuppressed") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER MOVING"> <Animation AnimationMode="LOOP" AnimationName="NUS_COMMANDOA_RUNA" AnimationBlendTime="15"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER USING_WEAPON_A" StateName="STATE_Cover" Flags="RESTART_ANIM_WHEN_COMPLETE"> <Animation AnimationPriority="85" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_ATKA" AnimationBlendTime="7"/> <Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_ATKB" AnimationBlendTime="3"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER SELECTED" AllowRepeatInRandomPick="true" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_Cover_SELECTED"> <Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_AIDA" AnimationBlendTime="15"/> <Animation AnimationPriority="1" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_AIFA" AnimationBlendTime="15"/> <Animation AnimationPriority="1" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_AIFB" AnimationBlendTime="15"/> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Cover_UNSELECTED" then CurDrawableSetTransitionAnimState("TRANS_Cover_Idle_To_Selected") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER" AllowRepeatInRandomPick="true" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_Cover"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/> <Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/> <Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/> <Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_CoverAttention" then CurDrawableSetTransitionAnimState("TRANS_CoverAttentionToCover") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING USING_WEAPON_A" Flags="RANDOMSTART"> <Animation AnimationName="NUS_COMMANDOA_RUNA" AnimationMode="LOOP" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USING_WEAPON_A" Flags="RESTART_ANIM_WHEN_COMPLETE"> <Animation AnimationName="NUS_COMMANDOA_ATKA" AnimationMode="ONCE" AnimationBlendTime="7" AnimationPriority="85"/> <Animation AnimationName="NUS_COMMANDOA_ATKB" AnimationMode="ONCE" AnimationBlendTime="3" AnimationPriority="10"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING"> <Animation AnimationName="NUS_COMMANDOA_RUNA" AnimationMode="LOOP" AnimationBlendTime="15"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="EMOTION_CELEBRATING"> <Animation AnimationName="NUS_COMMANDOA_BIDA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SELECTED" AllowRepeatInRandomPick="true" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_SelectedPose"> <Animation AnimationName="NUS_COMMANDOA_AIDA" AnimationMode="ONCE" AnimationPriority="10" AnimationBlendTime="15"/> <Animation AnimationName="NUS_COMMANDOA_AIFA" AnimationMode="ONCE" AnimationPriority="1" AnimationBlendTime="15"/> <Animation AnimationName="NUS_COMMANDOA_AIFB" AnimationMode="ONCE" AnimationPriority="1" AnimationBlendTime="15"/> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end </Script> </AnimationState> <!-- TRANSITIONS --> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_IdleToSelected"> <Animation AnimationName="NUS_COMMANDOA_BATA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_SelectedToIdle"> <Animation AnimationName="NUS_COMMANDOA_BIDA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_toSuppressed"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_fromSuppressed"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_CoverAttentionToCover"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_CoverToCoverAttention"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> </AnimationState> 2. When I tell the Cyborg commando to enter building he shoot fine, but when I tell him to get into vehicle he can't shoot unless the vehicle don't moving inch, that probably because I added to the weapon CanFireWhileMoving="False" But I don't want to delete it since one of the cyborg commando's ideas were that he can't shoot while moving in my mod, it may be like that because he lack TERTIARY_WEAPON but if I adding another weapon aside weapon_A it's break his shooting animation, so what can I do here as well? Thanks Edited October 14, 2015 by Egozi44 Share this post Link to post
ztz2019 1 Posted October 15, 2015 Maybe you can search GDI or NOD commando's garrison weapon. TERTIARY_WEAPON for garrison and the there's no anim about it, and don't let it before PRIMARY_WEAPON. Share this post Link to post
Egozi44 27 Posted October 15, 2015 (edited) Umm will take a look Thanks I also need to figure the order of the reload animation It seem that most units have the reload animation already in their animation model, but in the CC case I need to add them separately since it don't have one in his shooting model and just keep shoot without rest I already have animation to use, just need to know what the right order for it in the xml on the animationstate section Edited October 15, 2015 by Egozi44 Share this post Link to post
Egozi44 27 Posted October 24, 2015 (edited) Well, I added to the commando TERTIARY weapon But I have a few issues The commando won't always show it's shooting fx when it inside building and you tell it to force fire on the ground The commando for some reason will show it's model when you tell it to force fire on ground and then tell it to stop I assume it think it gone back to idle status? How I fix it? And the annoy bug from all For some reason the commando will change it's rank icon from NOD's to GDI's for no darn reason o_o the rank and faction is set right, it shows all of the ranks icon correct, but when it reach level 3 it show the nod's level 3 rank (which is fine) and then after few mins show GDI 3 rank wth? how the hell I fix it o_O And I still need help with the reload animation location >.> (btw did you knew that you can tell any squad to force fire on their own building and they will damage it? xD) Edited October 24, 2015 by Egozi44 Share this post Link to post
Egozi44 27 Posted October 26, 2015 Good news, the Commando on the rooftop seem to be EA's bug As for the rank I found out it happened for any unit and in random times the icon will change and will come back I recall that EA solved this bug in TW wayyyyy back then, the question is if it came back because I messed with the "UnitOverlayIconSettings" xml? It seem that one line was missing too and it was "StatusIconScale="100%" " Is it caused the issue? Here my current Xml for the UnitOverlayIconSettings Can someone please tell me how to fix this annoying bug and if the missing line was in fault? <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <UnitOverlayIconSettings id="UnitOverlayIconSettings" AmmoPipImage="AmmoPip" AmmoPipFrameImage="AmmoPipFrame" ContainPipImage="" ContainPipFrameImage="ContainPipFrame" UnitTypeIconBackgroundImage="UnitTypeIconBackground" PowerIconImageSequence="PowerIconAnim" RepairIconImageSequence="RepairIconAnim" AmmoPipScale="75%" ContainPipScale="60%" UnitTypeIconScale="60%" StatusIconScale="100%" VeterancyIconScale="75%"> <FactionVeterancy Faction="GDI"> <RankIcon Rank="2" Image="VeterancyRank2_GDI" /> <RankIcon Rank="3" Image="VeterancyRank3_GDI" /> <RankIcon Rank="4" Image="VeterancyRank4_GDI" /> </FactionVeterancy> <FactionVeterancy Faction="SteelTalons"> <RankIcon Rank="2" Image="VeterancyRank2_GDI" /> <RankIcon Rank="3" Image="VeterancyRank3_GDI" /> <RankIcon Rank="4" Image="VeterancyRank4_GDI" /> </FactionVeterancy> <FactionVeterancy Faction="ZOCOM"> <RankIcon Rank="2" Image="VeterancyRank2_GDI" /> <RankIcon Rank="3" Image="VeterancyRank3_GDI" /> <RankIcon Rank="4" Image="VeterancyRank4_GDI" /> </FactionVeterancy> <FactionVeterancy Faction="NOD"> <RankIcon Rank="2" Image="VeterancyRank2_NOD" /> <RankIcon Rank="3" Image="VeterancyRank3_NOD" /> <RankIcon Rank="4" Image="VeterancyRank4_NOD" /> </FactionVeterancy> <FactionVeterancy Faction="BlackHand"> <RankIcon Rank="2" Image="VeterancyRank2_NOD" /> <RankIcon Rank="3" Image="VeterancyRank3_NOD" /> <RankIcon Rank="4" Image="VeterancyRank4_NOD" /> </FactionVeterancy> <FactionVeterancy Faction="MarkedOfKane"> <RankIcon Rank="2" Image="VeterancyRank2_NOD" /> <RankIcon Rank="3" Image="VeterancyRank3_NOD" /> <RankIcon Rank="4" Image="VeterancyRank4_NOD" /> </FactionVeterancy> <FactionVeterancy Faction="Alien"> <RankIcon Rank="2" Image="VeterancyRank2_Alien" /> <RankIcon Rank="3" Image="VeterancyRank3_Alien" /> <RankIcon Rank="4" Image="VeterancyRank4_Alien" /> </FactionVeterancy> <FactionVeterancy Faction="Reaper17"> <RankIcon Rank="2" Image="VeterancyRank2_Alien" /> <RankIcon Rank="3" Image="VeterancyRank3_Alien" /> <RankIcon Rank="4" Image="VeterancyRank4_Alien" /> </FactionVeterancy> <FactionVeterancy Faction="Traveler59"> <RankIcon Rank="2" Image="VeterancyRank2_Alien" /> <RankIcon Rank="3" Image="VeterancyRank3_Alien" /> <RankIcon Rank="4" Image="VeterancyRank4_Alien" /> </FactionVeterancy> <FactionVeterancy Faction="Neutral"> <RankIcon Image="VeterancyRank2_GDI" Rank="2"/> <RankIcon Image="VeterancyRank3_GDI" Rank="3"/> <RankIcon Image="VeterancyRank4_GDI" Rank="4"/> </FactionVeterancy> </UnitOverlayIconSettings> </AssetDeclaration> Share this post Link to post
Ravendark 43 Posted October 26, 2015 (edited) Iirc the icon in the ui frame on the left is decided through the aptui, altering that could be a reall pain atm.....i think stygs or zocom wrestled with that once....iirc. the icon next to the healthbar is done through the above setings you posted. That should be easier to change. All unint models have a while garrisoned and transported modelconditionstate. Normaly if you use the right model (if it exists since you ported it from TT) you wont see the commande sticking out of the building....the other infantry if a model that basicly is just their weapon and the body hidden for when they are garrisoned. Edited October 26, 2015 by Ravendark Share this post Link to post
Egozi44 27 Posted October 26, 2015 (edited) The icon next to the health bar is unaffected by the issue, just the aptui one, I never recall i had this bug in kw, it was only in TW and ea fixed it with a patch Do you have any clue how they fixed it or if there is something I done that may caused it? All what I change in terms of UI was the KW logo in the main menu, and the picture in the skirmish menu, And when it come to actually touching the ranks all I done was to mess with the UnitOverlayIconSettings, but that it As for the commando it seem to be EA bug that work only with commandos, the CC have it own model for garrison, it not the issue here Note that only commandos have separate model for garrison (at least from what I saw in their xml and normal squad/solider xml) when you force them to fire on something and then tell them to stop their model will change to the idle model for some reason and you will see them pop up in the building, Oh and I forgot to mention, the bug wont happen in any building model, just a few, try the building from small town US or any other building that have a lot of levels Also any chance you know where I need to add the reload animationstate? thanks Edited October 26, 2015 by Egozi44 Share this post Link to post
PurpleGaga27 37 Posted October 26, 2015 As of now, modifiying the C&C4's Cyborg Commando is difficult, leaving us room to guess what reload or firing animations it can do. But without Jvnck's unlocking of the C&C4 xml coding through WrathEd, we'll never know the real animation coding of that unit. Share this post Link to post
Egozi44 27 Posted October 26, 2015 Well I don't mind by it since I already have animation for the reload part (and I don't recall the CC could reload in TT to begin with) I just don't know where I suppose to put the "reload a" animation state without it getting mixed with other animations I also need to know all the condition for it not to get mixed with them Share this post Link to post
Egozi44 27 Posted October 27, 2015 I confirmed that building bug also happens in TW Share this post Link to post
Egozi44 27 Posted October 28, 2015 So from what I heard from people it seem that the Veterancy bug was in KW for day zero >.> Could be nice if someone know how to fix it (and tell me how to make a Yo-Yo) But if there's nothing to do about it.. oh well Still need help with the Reload_a thing though~ Share this post Link to post