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Egozi44

How to make natural building to stealth the entire map only upon capture *edited*

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Untitled-2.jpg

 

Marry Kane-mess people

I have a few questions I wanted to post days ago but was lazy (also few months ago the site seem too quiet and people rarely replied my questions anyway xD)



1. So my first question is actually a question I asked around more than year ago either here or on the old c&c forum (which now dead)

I tried probably more than 80 tests on this one, I trying to make natural building to stealth only your and your allies objects Only when being captured with engineer

The issue is that no matter what I do the thing either stealth all the natural buildings on the map till you capture it (even when I set it to trigger with upgrade, or exclude naturals), or either don't want to work at all

I tried every darn trick I know and even changed bugged def that Azuka said to be faulty and nothing make that thing to work as it should


MG_NOD_DisruptionGenerator.xml

 

MG_NOD_DisruptionGenerator 02.xml

 



2. I added new flying unit to my mod and it don't have animations, however adding to it other planes animations worked just fine, my only issue is that it don't perform the just build/out of factory animation correctly, it spawn on the middle of Nod's tower and just move to the "landing" position while skip the part where it supposed to spawn in the lower part of the tower and only then move to the lading zone, it seem to work just fine when you spawn it from a crate (though it probably not even use the out of factory/ just build animation when it out of crate anyway)

I tried different animations and conditions but it didn't work with that model, however for testing sake I tried other models of the same unit (just different model ofc) and gave them KW's planes animation and they worked just fine so I assume it something with the model?

I want to give it the hammerhead animation if possible, the one where it appears from the skies


Santa.xml

 

 


3. I added to the mastadon garrison option and put bones (as some of you may know/remeber since you helped me out with it almost half year ago)

But the issue is that the inf first using it's legs bones and just the last two shoot from the body, it better than shooting from the ground when there's no bone ofc, but I want to try and make them shoot only from the upper body part, I putted in the grassion bone and in the public bone the bones I want or only one bone I want (since I done many tests) and nothing worked, instead of using these bones they don't using bones at all again, I assume they looking for the first two bone (the legs) and ignore my command (that right! I command you!, just kidding)


So what I can do to force them to use only the bones I want? I have max and finally know how to open w3x files (seriously someone Should make guide for it in English, we soon on 2016 and many still confused as for how to open w3x files with max because it hard to find guide if at all in English)

But don't know how to fix the broken units once I open them and how to add extra bone just for my grassion, I also don't sure that adding new bone will work if they ignore the existing ones


 

Mastadon.xml

 

I trying to use BONE_CONTACT_POINT_07 and above

Edited by Egozi44

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I took this opportunity t improved the mastodon script, it now have all moveServ sounds to the limbs, have all damage animations and the foot prints are attached better to each animation, the only thing I didn't include so far is the death animation

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when defining bones if you use "_" if you use that at the end of a name the engine will look for anything wich resembles the name + a numeric value _1, _2, etc(not sure ifts only numbers or that _A,_B,_C, etc works aswell)

 

So if you want to use bone_1 and bone_2 .................bone_100, you can define that as bone_

 

so i would try by being specific and use BONE_CONTACT_POINT_7 instead of BONE_CONTACT_POINT_

 

 

<HordeTransportContain id="0x9DC593B0" Slots="4" KillPassengersOnDeath="True"
AllowNeutralInside="False" AllowEnemiesInside="False"
AllowOwnPlayerInsideOverride="True"
ObjectStatusOfContained="CAN_ATTACK UNSELECTABLE ENCLOSED"
ExitSound="AudioEvent:VehicleExit" EnterSound="AudioEvent:VehicleEnter"
ContainMax="4"><PassengerFilter Include="INFANTRY" Rule="ANY"/>
<DieMuxData DeathTypes="ALL"/>
<PassengerData BonePrefix="BONE_CONTACT_POINT_7">      <--------
<Filter Include="INFANTRY"/></PassengerData>
<MemberTemplateStatusInfo
ObjectStatus="CAN_SPOT_FOR_BOMBARD" ThingTemplate="GDISniperSquad"/>
</HordeTransportContain>
 

try that.

 

Is that flying unit (supose to be?) a vertigo like aircraft or a venom like aircraft..because the nod airtower code has a spawn+raly point set up for venoms....but uses the

LowersOntoParkingPlaceOnProduction="true">

to make it spawn on the production rally point and MOVE to the parkingspace spot.

 

while the gdi airfield spawns then directly on the parkingspot

 

ParkInHangars="true" this is set to false on the nod airtower

 

if you want to offset a production spawn point take example from the gdi warfactory and add something like:

 

 

<QueueProductionExitUpdate
                id="09A084CF"
                PlacementViewAngle="0d"
                ExitDelay="1"
                InitialBurst="0"
                AllowAirborneCreation="False"
                NoExitPath="False"
                CanRallyToSlaughter="False"
                ClearAlliesFromDestination="True">
                <UnitCreatePoint
                    x="0"
                    y="17"
                    z="0" />
                <NaturalRallyPoint
                    x="90"
                    y="17"
                    z="0" />
            </QueueProductionExitUpdate>
 

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uh, the bone names should be bone_01, bone_02 and so on, not bone_1. Guess bone_99 is the max.

 

"I want to give it the hammerhead animation if possible, the one where it appears from the skies"

 

Thats not an animation - the unit is just spawned way above the map and falls down.

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so i would try by being specific and use BONE_CONTACT_POINT_7 instead of BONE_CONTACT_POINT_

 

I did mentioned that I tried it didn't I? ;)

 

 

I putted in the grassion bone and in the public bone the bones I want or only one bone I want (since I done many tests) and nothing worked

 

 

uh, the bone names should be bone_01, bone_02 and so on, not bone_1. Guess bone_99 is the max

 

 

I tried to put single bone and it didn't work out as if it ignore my command, maybe it because I didn't put zero before the number but I putted the exact bone name I saw in the SKL files and saw through max,

I don't go blind anymore thanks to max being able to show me the exact bones name and locations

 

Will give it another go with the zero at the beginning anyway just to be sure

 

Is that flying unit (supose to be?) a vertigo like aircraft or a venom like aircraft..because the nod airtower code has a spawn+raly point set up for venoms....but uses the

LowersOntoParkingPlaceOnProduction="true">

to make it spawn on the production rally point and MOVE to the parkingspace spot.

 

while the gdi airfield spawns then directly on the parkingspot

 

ParkInHangars="true" this is set to false on the nod airtower

 

if you want to offset a production spawn point take example from the gdi warfactory and add something like:

 

That flying unit is Benshee, I didn't made it as bomber like it was in TS but rather as something like the stromraider, it can still park though

 

 

235.PNG

What do you mean to turn off the "ParkInHangars" in the nod tower? Won't it effect the vertigo behavior as well?

 

 

Is QueueProductionExitUpdate supposed to be added to the unit or the tower? ( I guess the latter one)

 

Won't it effect all other plane productions, and I don't really see how it will change things since the unit does uses moving to parking spawn, it just spawn from the middle of the tower rather then the lower part

 

 

The thing is that I used the exact same xml with other Benshee model and it worked like a charm, I just change the model and it stop work the way it should

 

 

I would perfer to give it the hammerhead spawn though, where I can find and mimic it?

On gdi's air field? (Sorry not at home atm to be able to check)

Edited by Egozi44

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Ye stygs might be right about the _01 etc thing. Typing error there on my part.

 

Do remember that vertigo/orca's are different in behavior then hammerheads/venoms....the latter are just build and move to a rally point like a tank or soldier. The other ones are dependant on parking spaces. You might have to offset the unit create point to get it it drop from that height.

 

As for the original vertigo...it does have a build up animation, wich could be its possible it uses to offset a spawnpoint visually.



What do you mean to turn off the "ParkInHangars" in the nod tower? Won't it effect the vertigo behavior as well?

i never set anything about turning off...you are jumping the gun there.

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Guess bone_99 is the max.

No idea on that one, don't think i can imagine a weapon that needs so many launch/fx bones :o

Not even the mightiest of MLRS.

Edited by Ravendark

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I tried the Vertigo animation but it didn't fix the issue,

 

You might have to offset the unit create point to get it it drop from that height.

 

So wait, how the hammerhead do that without one?

 

 

 

 

No idea on that one, don't think i can imagine a weapon that needs so many launch/fx bones :o

 

 

The day that nod will build walker with 100 hands will come!

Edited by Egozi44

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So wait, how the hammerhead do that without one?

I expected the airtower to have specific coordinates for the creatio point, but it seems it doesnt.

On a closer look the only thing special about the hammerhead that could influence that seems to be that unlike other crafts it has

BuildCompletion="APPEARS_AT_RALLY_POINT"

in its engineering parameters.

And it uses a transporthelicopter AI instead of the normal jetai.

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When building air units in TW, there are 2 types:

Units that need a parking space (aka "VTOL" with a JetAIUpdate like Orca, Vertigo, Stormrider) and units that never need to land at their airport (aka "hover units" with KindOf PRODUCED_AT_HELIPAD like Venoms and Hammerheads). Any unit that doenst fit into one of these groups will have its build icon disabled.

 

GDI:

VTOLs are spawned directly on top of their parking spaces.

Hover units will by default be spawned on a bone named "HeliPark01" (since GDI has no hover aircraft in TW, the bone is missing from the Airfield). In KW, the bone is waaaayyyy above the airfield and the Hammerhead just falls done until he has reached the altitude defined in his locomotor (while at the same time moving towards the rally point).

 

NOD (slightly more complicated):

VTOLs are spawned on top at the center of the building instead of the parking spaces (triggered by LowersOntoParkingPlaceOnProduction=true in the ProductionUpdate).

They then stay there for a couple of seconds (triggered by BuildFadeInOnCreateTimeSeconds) and play their JUST_BUILT animation (aka "rising from the underground"). After that, they move to their parking places (Scrin work similiar).

Nod hover units behave like any other unit - they are spawned in the center of the structure (its also missing HeliPark01) and then move to the rally point while gaining height.

 

Where does this leave us?

1. You cant use the Hammerhead mechanic for the Banshee as this would also screw up the Venom (it would also not work if the Bansheed uses the JetAIUpdate).

2. You need to make a new JUST_BUILD animation for the Banshee - either rising from the underground or falling from the sky - either way, it NEEDs to be an animation or it screws up one of the other 2 Nod aircraft.

 

 

Trust me, I dealt with this can of worms a lot when I added the Hammerhead, Wraith, Scourge, Kodiak, Salamcer, Carryall and Banshee in TWA.

Edited by Stygs

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I see, thanks At least now I can sort of grasp how the production spawn work, unfortunately I don't skilled nor know how to crate animations, I saw how people made them few times in other groups but never done it myself, hopefully Fandore could teach me how to do it one day >.>

 

Strangely enough as I said before the banshee model use half of the animation, it don't show the "rising from the underground" animation even if I give it the vertigo animation, it just start on the upper part of the tower and show the animation where it moves to the parking slot

 

vdixbq.jpg

 

 

However when I just change the model to let say TE's banshee model (just for the test) it suddenly work just fine with the exact same xml o_o what that model have that let it work with the animation?

 

 

 

P.S I tried the mastodon bones, as I suspect it don't work, more like it does work but it follow the bones numbers for no reason even when they aren't present in the publicbones or garrison bone

 

they use bone 07 when the third squad enter it, without the rest of the bones First and second squad will just shoot from the floor.... Don't know why it happening

Edited by Egozi44

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Moving from the center to the landing pad is not an animation, that just normal unit movement.

 

If the Banshee wont work with this animation, it simply means that the order of bones in the skelleton is different and thus the animation moves the wrong bones.

I just reexportet the TWA Banshee with the Wraith skelleton, saves the trouble of remaking the anims.

Edited by Stygs

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I see

 

Wait TWA have both Wraith And Banshee?

I thought the Wraith was supposed to be the Banshee replacement xD

 

 

You can see that Banshee model in moddb, it come as single files that have everything in it aside animations ( also had to import gdi shadders from TW to KW and make damage skin and portrait as it miss both), don't know how to rearrange the skeleton bones though, max is my biggest flaw so far

Edited by Egozi44

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PRODUCED_AT_HELIPAD

**** i've been going mad since last night trying to convert my orca into a banshee like spawn, but forwhatever reason i couldnt get it to not "stick" to the airtower or ground. totaly overlooked that kindof it seems.

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**** i've been going mad since last night trying to convert my orca into a banshee like spawn, but forwhatever reason i couldnt get it to not "stick" to the airtower or ground. totaly overlooked that kindof it seems.

I know this feeling too well ._.

 

 

 

 

BTW I tried the Mastodon with other bones

dpthchargel_01

dpthchargel_02

dpthcharger_01

dpthcharger_02

 

and it still didn't work, I don't know why but the inf just like the BONE_CONTACT_POINT_

Is there models that can force other object to use x and y bone first and foremost?

 

 

Here xml of my last test (also can help people who want the frames of the footprints and sounds for their Masto~ )

Mastadon.xml

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try changing

<PassengerData BonePrefix="dpthcharger_ dpthchargel_">

into

 

<PassengerData BonePrefix="DPTHCHARGER_01">

 

or

 

<PassengerData BonePrefix="DPTHCHARGER_">

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"BonePrefix="dpthcharger_ dpthchargel_"

 

Doenst supprise me that this wont work....

As far as I know, you can only use ONE entry für BonePrefix, so its either dpthcharger_ or dpthchargel_

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Well it was my last test in a series of testing and I was depart and need the money

 

Will try it again, though I already tried to tell them to go to the middle bone only and also the chassis, and they just kindly ignore it :D

 

BTW did any of you take a look on the MG NOD DisrptionGeneraton and saw something wrong?

Edited by Egozi44

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If you want the InvisibiletyUpgrade to require an upgrade, remove STARTS_ACTIVE from the Options= line.

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I tried it already, but it was under many tests so I may mixed things, will try it again on the first xml (from the two) soon

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So I tried to make my own bones in the Masto, 3Ds max just messed up the entire SKL upon save, so I added them manually, I discover that even when I tell them to use only my bones they won't use them right away (only in the third squad or so)

 

And then I discovered it the Parent fault, however when I gave them the Parent numbers I want them to use, they worked but had different position o_O (position of other bones)

My guess is that if you use the same number for bones more than once the game will only look for the very first one?

 

 

Here the SKL with the bones I added

 

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<W3DHierarchy
		id="GUVEHICLEL_SKL">
		<!-- 0 -->
		<Pivot
			Name="roottransform"
			Parent="-1">
			<Translation X="0.000000" Y="0.000000" Z="0.000000" />
			<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000" />
			<FixupMatrix M00="1.000000" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.000000" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.000000" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 1 -->
		<Pivot
			Name="chassis"
			Parent="0">
			<Translation X="-9.846880" Y="-0.000004" Z="72.856537" />
			<Rotation X="0.707107" Y="0.000000" Z="0.000000" W="0.707107" />
			<FixupMatrix M00="0.543478" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.543478" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.543478" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 2 -->
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			Name="rflegslider"
			Parent="1">
			<Translation X="23.692947" Y="-19.057045" Z="-0.000003" />
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			<FixupMatrix M00="0.543478" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.543478" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.543478" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 3 -->
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			<Translation X="0.030017" Y="-5.085781" Z="19.490900" />
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			<Translation X="28.791725" Y="-0.000007" Z="-0.000002" />
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			<Translation X="6.829519" Y="2.549696" Z="0.138315" />
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Edited by Egozi44

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Good news about the Banshee

PRODUCED_AT_HELIPAD solved it for me too

 

Though now it can't park but I don't mind

It never planned to be trainable for any faction to begin with, just wanted to fix this issue for my OCD sake perfection sake, so that if someone will want to add the construct command in the future he will have everything working right away

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So I tried everything you told me and everything I know, masto just don't want to work with the bones I want

I guess that no one here can add 4 bones (that will work because I know how to add bones in general, masto just don't use them in the order I want) for it ha? -_- (shame though, it have 4 spots that just fit for grassion) xD



As for the stealth upgrade
When there's requestupgrade the building won't stealth at all, and if there is Trigger by upgrade the building will stealth everything without the upgrade as if it ignore me, removing the STARTS_ACTIVE won't change the result

Unless it def error I honestly clueless here ^^ ....



I have another question in regard to other unit but dk if to post here or open new thread for it



Btw
For people who want unicorn in their kw for any twisted reason... I imported this:

http://www.mediafire.com/download/icicz2v3lv13lvm/PonyForBullet.rar

 

 

(Need to update the xml though, I had some issue that prevented me from seeing them in game and I fixed it just today, the horse animations and locomnator need some adjustment as I suspected~ )

Edited by Egozi44

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