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Egozi44

Another Bone issue

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Hi there all and happy new year

 

 

I have yet another funny bone issue and other issue I want help with

 

1. I added to ST's juggernaut second grassion slot (it was year ago actually)

 

And just in my recent tests I noticed that only one member of the second squad will fire from the ground only if I put Riflemen inside it (all the rest working fine), from their squad only 1 solider will shoot from between the legs rather than the bunker

 

The obvious guess ofc is that it happend because the rifleman squad is made from 6 members (the largest number in GDI arsenal) but the juggernaut have a lot of grassion bones in it public bones and the grassion bone already direct to "garrisonbone" without number means to should use all numbers correct? The bones Don't have "_" between the bone name and the number so I don't need to add "_" right? (Garrisonbone_ )

 

 

Can someone explain to me the logic behind numbers bones? Like with the Masto they give me many issues and just working the way they want rather the way they were numbered

 

Is it possible to make two separate grassion bones codes in a unit and make each use let say X1 and X2 garrison bones and Y1+ Y2 garrison bone?

 

2r4puz6.jpg

 

 

2h4vxn8.jpg

 

 

Other squads that working fine:

 

 

2u5z6m9.jpg

 

 

24zg844.jpg

 

 

 

2. I have unit (liquid tibirum tank) that shoot ... well liquid tibirum (surprise? )

 

When it upgrade it shoot the Currptor toxin thingy version

 

Now when it move to the next weapon it still seem to show the old weapon projectile (don't sure it projectile but hope you got me) but without texture, resulting on showing two "lasers" on top of each other but one that is pink (since textures are missing ofc because the weapon use the upgrade weapon version)

 

I'm don't sure what I miss there and hope someone here can tell me the issue (will post xml when I be home, and Yea. .. I lazy person who love to make threads before I have the time to deal with them :D )

 

Videos:

 

Before upgrade:

 

 

After upgrade:

 

 

 

 

Thanks

Edited by Egozi44

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post your <stream draw> coding and your weapon coding..both normal and upgraded

Edited by Ravendark

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if you keep having trouble with your bones, create a new bone set in a new w3x file, then attach that w3x to the original model's bone.

 

Like:

 

<ScriptedModelDraw>
All the original model and animationstuff etc etc...
ExtraPublicBone="SomeboneThatIsthereAllready"  <---like right at the arse end of the juggernaught where you want the garrison
</ScriptedModelDraw>

<ScriptedModelDraw
                id="ModuleTag_newbones"
                AttachToBoneInAnotherModule="SomeboneThatIsthereAllready"
                ExtraPublicBone="Bonegarrison_01 Bonegarrison_02 etcetcetc">
                <ModelConditionState
                    ParseCondStateType="PARSE_DEFAULT"
                   >
                    <Model
                        Name="DummyModel_onlybones" />
                    
                </ModelConditionState>
 </ScriptedModelDraw>
 
Edited by Ravendark

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Hopefully I didn't miss anything

<StreamDraw id="0xACD1E28B" StreamStateID="1" TubeRadius="2" UVWorldSize="100" ArcHeightFactor="0.0625"><FXShader TechniqueIndex="1" ShaderName="Stream.fx"><Constants><Texture Name="Texture1"><Value>FXTiberiumStream</Value></Texture><Texture Name="Texture2"><Value>FXTiberiumStream</Value></Texture></Constants></FXShader><ParticleSystems><ParticleSys>TiberiumLiquidStreamDrip</ParticleSys><ParticleSys>TiberiumLiquidStreamDistort</ParticleSys><ParticleSys>TiberiumLiquidStreamGas</ParticleSys><ParticleSys>TiberiumLiquidStreamGas1</ParticleSys></ParticleSystems><ObjectStatusValidation ForbiddenStatus="WEAPON_UPGRADED_01"/></StreamDraw><StreamDraw id="0x31B45BE1" StreamStateID="1" HitFx="FX_BulletHitGDI" TubeRadius="1.25" UVWorldSize="100" ArcHeightFactor="0.0625"><FXShader TechniqueIndex="1" ShaderName="Stream.fx"><Constants><Texture Name="Texture1"><Value>FXCorrupterStream</Value></Texture><Texture Name="Texture2"><Value>FXCorrupterStream</Value></Texture></Constants></FXShader><ParticleSystems><ParticleSys>AlienCorrupterStreamDrip</ParticleSys><ParticleSys>AlienCorrupterStreamDistort</ParticleSys><ParticleSys>TiberiumLiquidStreamGas</ParticleSys><ParticleSys>TiberiumLiquidStreamGas1</ParticleSys></ParticleSystems><ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_01"/></StreamDraw><StreamDraw id="0xCA52AFFA" StreamStateID="2" TubeRadius="2" UVWorldSize="100" ArcHeightFactor="0.0625"><FXShader TechniqueIndex="1" ShaderName="Stream.fx"><Constants><Texture Name="Texture1"><Value>FXTiberiumStream</Value></Texture><Texture Name="Texture2"><Value>FXTiberiumStream</Value></Texture></Constants></FXShader><ParticleSystems><ParticleSys>TiberiumLiquidStreamDrip</ParticleSys><ParticleSys>TiberiumLiquidStreamDistort</ParticleSys><ParticleSys>TiberiumLiquidStreamGas</ParticleSys><ParticleSys>TiberiumLiquidStreamGas1</ParticleSys></ParticleSystems><ObjectStatusValidation ForbiddenStatus="WEAPON_UPGRADED_01"/></StreamDraw><StreamDraw id="0x3D7496E2" StreamStateID="2" HitFx="FX_BulletHitGDI" TubeRadius="1.25" UVWorldSize="100" ArcHeightFactor="0.0625"><FXShader TechniqueIndex="1" ShaderName="Stream.fx"><Constants><Texture Name="Texture1"><Value>FXCorrupterStream</Value></Texture><Texture Name="Texture2"><Value>FXCorrupterStream</Value></Texture></Constants></FXShader><ParticleSystems><ParticleSys>AlienCorrupterStreamDrip</ParticleSys><ParticleSys>AlienCorrupterStreamDistort</ParticleSys><ParticleSys>TiberiumLiquidStreamGas</ParticleSys><ParticleSys>TiberiumLiquidStreamGas1</ParticleSys></ParticleSystems><ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_01"/></StreamDraw>

 

<WeaponSetUpdate><WeaponSlotHardpoint InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" ID="1"><Weapon Template="MOKTibTankWeaponLeft"/><Weapon Template="MOKTibTankWeaponLeftUpgrade" ObjectStatus="WEAPON_UPGRADED_01"/></WeaponSlotHardpoint><WeaponSlotTurret InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" ID="2"><Weapon Template="MOKTibTankWeaponRight"/><Weapon Template="MOKTibTankWeaponRightUpgrade" ObjectStatus="WEAPON_UPGRADED_01"/><TurretSettings AllowsPitch="True" MaxIdleScanAngle="90" MaxIdleScanTime="5s" MinIdleScanTime="1s" TurretPitchRate="40" TurretTurnRate="90"><TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="True" TargetingCompareList="DefaultTurretTargetingCompareList"/></TurretSettings></WeaponSlotTurret></WeaponSetUpdate>




It a wild guess but the TechniqueIndex have the same number on both steams, could this cause the issue? (I have no clue what TechniqueIndex does btw)



As for the Behemoth here the xml (Spoiler alert, you won't find much changes in it)
SteelTalonsBehemoth.xml


I tried to add my own bones to the Masto a few days ago but it kept ignore their order (it use them but not in the order I want to,
I first tried to make them with max but max saved them in a messed up way so I just copied the same bones again and again and gave it different name in numbers, then I discovered that the Parent number effect the order but had no clue how to use it to order my bones (it not just follow the numbers from 1 to 4 and masto use other bones before It reach mine)

So I don't sure how to add bones that work with both Behemoth and Masto, if you can do it I will send you the files


Any idea why the 6th Riflemam member not use the bone why the entire squad does though? I don't sure how the bone logic work...




P.S can you also add that attach lines and ScriptedModelDraw to the Behemoth xml and upload it back? I want it as example

Edited by Egozi44

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the streams looks ok. Post the weapon code not the weaponslot coding.

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At a first glance everything looks setup correctly, was expecting a wrong stream id or such.

 

Purple color usually means it can't find the texture, so it is possible it can't find FXTiberiumStream that you declared in for the scrolling texture. Is this a newly created texture or a reference to a existing one?

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Existing one

 

And that what bothered me, to begin with it seem like it use two weapons draws when it not suppose to, the first streams supposed to be replace with other weapon and other textures

 

Yet it seem that the old weapon's laser/streams/whatever stays but just lose it's texture (and lose the weapon as it not double damaging anything)

 

 

First weapon supposed to use tibrium troopers textures

 

Second used Currptor textures

Edited by Egozi44

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Any idea why the 6th Riflemam member not use the bone why the entire squad does though? I don't sure how the bone logic work...

 

 

Propably because the Behemoth has only 10 GarrisionBones. If put in 2 GDI RiflesSquads, you have 12 soldiers, so 2 soldiers end up without an assinged bone.

 

Is it possible to make two separate grassion bones codes in a unit and make each use let say X1 and X2 garrison bones and Y1+ Y2 garrison bone?

 

In theory, you can have multiple PassengerFilter entrys in a contain module.

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Thanks

I will try something with the behemoth

 

But as for the Masto bones and the liquid tank

 

Is there any chance I can send to one of you the xml and SKL files so you could try to add more bones? (I will tell the position)

 

Maybe if one of you will add his magic to the w3x and xml it will work out

 

Plus I could see what you done there and hopefully won't bother you anymore about this subject xD

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Existing one

 

And that what bothered me, to begin with it seem like it use two weapons draws when it not suppose to, the first streams supposed to be replace with other weapon and other textures

 

Yet it seem that the old weapon's laser/streams/whatever stays but just lose it's texture (and lose the weapon as it not double damaging anything)

 

 

First weapon supposed to use tibrium troopers textures

 

Second used Currptor textures

did you add a second

 

<StreamState
                id="ModuleTag_StreamState"
                StreamId="0">
</StreamState>
 

aswell to the unit...it is basicly the same like a laser , you need to add a module like that for each different ID.

so if you are using StreamId="1" for your nomral weapon and StreamId="2" for your upgrade in your stream draw and weapon codoing you need to have something like:

 

<StreamState
                id="ModuleTag_StreamState1"
                StreamId="1">
</StreamState>
<StreamState
                id="ModuleTag_StreamState2"
                StreamId="2">
</StreamState>
 

in your units <behavior> section

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I added this

 



<StreamState id="0xDDA3AB27" StreamId="1"/>
<StreamState id="0x5861E5FB" StreamId="2"/>
<StreamState id="0xC7A1CC32"/>

in the behavior, maybe I should just upload the unit xml so you can see if something is wrong

 

(P.S nice dodge from the whole bone question ;) )

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Here the xml excreted with WED 1.08 gamma

 

MOKLiquifierTank.xml

 

 

1.08 gamma and 1.07 gamma extract stuff with missing streams (another reason I just using the buggy ver of 1.08 that don't do it >.> )

 

 

So just in case I also added the xml that was extracted with buggy ver 1.08

 

MOKLiquifierTank.XML

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try adding

<Include
            type="all"
            source="ART:FXCorrupterStream.xml" />
<Include
            type="all"
            source="ART:FXTiberiumStream.xml" />
 

to the include list of the unit.

Edited by Ravendark

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P.S nice dodge from the whole bone question ;) )

I didnt 'dodge' the question....stygs practicly answered it and we have suplied several ideas on how to possibly fix it.

You tried to dodge the work involved by asking anybody else to do it for you. I learned to play dodgeball with Patches O'Houlihan :o

So i am better at it!

 

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Thanks, will give it a go

 

And I did try the stuff you told me (at least the ones I know how to do) but there's always chance I do something wrong without realize it, that why I thought it will be best if you guys will take a look :P

 

 

 

 

BTW

fine I got it stop throw them back at me Dx

 

 

 

 

 

 

Edit

 

Seem like Behemoth have 14 BoneGarrison. EA just didn't used the last four in the final version, after I used them it fix the issue only for the Behemoth ofc

 

Adding FXStreams to the tank didn't work : /

Edited by Egozi44

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So I crated another bones again for the Msato

 

<?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 -->
		<Pivot
			Name="rflegslider"
			Parent="1">
			<Translation X="23.692947" Y="-19.057045" Z="-0.000003" />
			<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000" />
			<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 -->
		<Pivot
			Name="rfleg01"
			Parent="2">
			<Translation X="0.030017" Y="-5.085781" Z="19.490900" />
			<Rotation X="-0.000009" Y="-0.000017" Z="-0.877978" W="0.478700" />
			<FixupMatrix M00="0.543478" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.543479" 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>
		<!-- 4 -->
		<Pivot
			Name="rfleg02"
			Parent="3">
			<Translation X="20.258741" Y="0.000009" Z="0.000004" />
			<Rotation X="0.000000" Y="0.000000" Z="0.452317" W="0.891857" />
			<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>
		<!-- 5 -->
		<Pivot
			Name="rffoot01"
			Parent="4">
			<Translation X="28.791725" Y="-0.000007" Z="-0.000002" />
			<Rotation X="-0.000014" Y="-0.000009" Z="0.540455" W="0.841373" />
			<FixupMatrix M00="0.543478" M10="0.000000" M20="-0.000001" M30="0.000000" M01="0.000000" M11="0.543478" M21="0.000000" M31="0.000000" M02="-0.000002" M12="0.000000" M22="0.543478" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 6 -->
		<Pivot
			Name="boneskinned04"
			Parent="5">
			<Translation X="4.534501" Y="4.541754" Z="-0.049208" />
			<Rotation X="-0.706735" Y="-0.022117" Z="0.022117" W="0.706786" />
			<FixupMatrix M00="1.086957" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.086957" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 7 -->
		<Pivot
			Name="bone_contact_point_04"
			Parent="4">
			<Translation X="6.829519" Y="2.549696" Z="0.138315" />
			<Rotation X="-0.532012" Y="-0.465751" Z="0.330226" W="0.625293" />
			<FixupMatrix M00="1.086957" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.086956" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 8 -->
		<Pivot
			Name="boneskinned06"
			Parent="3">
			<Translation X="9.731544" Y="1.130062" Z="0.384869" />
			<Rotation X="0.338345" Y="0.620872" Z="-0.620923" W="-0.338373" />
			<FixupMatrix M00="1.086957" M10="-0.000001" M20="0.000000" M30="0.000000" M01="0.000001" M11="1.086957" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 9 -->
		<Pivot
			Name="rblegslider"
			Parent="1">
			<Translation X="-24.772383" Y="-19.057045" Z="-0.000003" />
			<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000" />
			<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>
		<!-- 10 -->
		<Pivot
			Name="rbleg04"
			Parent="9">
			<Translation X="-0.008186" Y="-5.533840" Z="-20.289196" />
			<Rotation X="0.000066" Y="0.000037" Z="-0.475112" W="0.879925" />
			<FixupMatrix M00="0.543479" M10="0.000000" M20="-0.000001" M30="0.000000" M01="0.000000" M11="0.543478" M21="-0.000002" 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>
		<!-- 11 -->
		<Pivot
			Name="rbleg03"
			Parent="10">
			<Translation X="20.629742" Y="0.000000" Z="-0.000042" />
			<Rotation X="0.000000" Y="0.000000" Z="-0.480255" W="0.877129" />
			<FixupMatrix M00="0.543479" M10="0.000000" M20="0.000001" M30="0.000000" M01="0.000000" M11="0.543479" M21="-0.000002" 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>
		<!-- 12 -->
		<Pivot
			Name="rbfoot02"
			Parent="11">
			<Translation X="24.919769" Y="0.000004" Z="-0.000010" />
			<Rotation X="-0.000053" Y="-0.000096" Z="0.745200" W="0.666841" />
			<FixupMatrix M00="0.543479" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.543479" M21="0.000000" M31="0.000000" M02="-0.000002" M12="0.000000" M22="0.543478" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 13 -->
		<Pivot
			Name="boneskinned02"
			Parent="12">
			<Translation X="5.211592" Y="2.487681" Z="-0.037045" />
			<Rotation X="-0.698583" Y="-0.109308" Z="0.109301" W="0.698632" />
			<FixupMatrix M00="1.086957" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.086957" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 14 -->
		<Pivot
			Name="bone_contact_point_01"
			Parent="11">
			<Translation X="10.506836" Y="-1.240162" Z="0.218775" />
			<Rotation X="0.646846" Y="-0.285819" Z="-0.473239" W="0.525305" />
			<FixupMatrix M00="1.086957" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.086957" M21="0.000000" M31="0.000000" M02="0.000000" M12="-0.000008" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 15 -->
		<Pivot
			Name="lcalf"
			Parent="14">
			<Translation X="5.635429" Y="-1.559655" Z="-0.687000" />
			<Rotation X="0.196345" Y="0.031411" Z="-0.967729" W="0.154797" />
			<FixupMatrix M00="0.509628" M10="-0.000001" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.509628" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.509628" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 16 -->
		<Pivot
			Name="boneskinned01"
			Parent="10">
			<Translation X="9.183571" Y="-1.212793" Z="0.401093" />
			<Rotation X="-0.622240" Y="-0.336036" Z="0.335965" W="0.622112" />
			<FixupMatrix M00="1.086957" M10="-0.000002" M20="0.000000" M30="0.000000" M01="0.000002" M11="1.086956" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 17 -->
		<Pivot
			Name="ionweapon"
			Parent="1">
			<Translation X="-43.919250" Y="-13.301529" Z="-0.000008" />
			<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000" />
			<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>
		<!-- 18 -->
		<Pivot
			Name="b_turret01"
			Parent="17">
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			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 88 -->
		<Pivot
			Name="BoneGarrison_27"
			Parent="5">
			<Translation X="-1.325306" Y="12.968504" Z="-8.505486" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 89 -->
		<Pivot
			Name="BoneGarrison_28"
			Parent="5">
			<Translation X="-1.325306" Y="12.968504" Z="-8.505486" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 90 -->
		<Pivot
			Name="BoneGarrison_29"
			Parent="5">
			<Translation X="-2.780121" Y="-5.081560" Z="-8.505493" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 91 -->
		<Pivot
			Name="BoneGarrison_30"
			Parent="5">
			<Translation X="-2.780121" Y="-5.081560" Z="-8.505493" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 92 -->
		<Pivot
			Name="BoneGarrison_31"
			Parent="5">
			<Translation X="-2.780121" Y="-5.081560" Z="-8.505493" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 93 -->
		<Pivot
			Name="BoneGarrison_32"
			Parent="5">
			<Translation X="-2.780121" Y="-5.081560" Z="-8.505493" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 94 -->
		<Pivot
			Name="BoneGarrison_33"
			Parent="5">
			<Translation X="-2.780121" Y="-5.081560" Z="-8.505493" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 95 -->
		<Pivot
			Name="BoneGarrison_34"
			Parent="5">
			<Translation X="-2.780121" Y="-5.081560" Z="-8.505493" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 96 -->
		<Pivot
			Name="BoneGarrison_35"
			Parent="5">
			<Translation X="-2.780121" Y="-5.081560" Z="-8.505493" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 97 -->
		<Pivot
			Name="BoneGarrison_36"
			Parent="5">
			<Translation X="-2.780121" Y="-5.081560" Z="-8.505493" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 98 -->
		<Pivot
			Name="BoneGarrison_37"
			Parent="5">
			<Translation X="-2.780121" Y="-5.081560" Z="-8.505493" />
			<Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" />
			<FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
	</W3DHierarchy>
</AssetDeclaration>

 

 

Now they all shoot from one of it foots

 

The trick here it seem, is the Parent number. I can't figure out what number to give the garrison bones any ideas?

 

I want them to shoot from the dpthchargel_01 dpthchargel_02 dpthcharger_01 dpthcharger_02 Bones, so I took each one, Copy it 9 times for each (so that squads members won't have issue shoot from there)

And gave it another Bone name and Parent number

 

Any ideas?

 

 

 

 

EDIT

 

Settings bones like that made the Masto to use the bones I want, However only from the right side, it ignore the left side completely even though it in his public bones

 

<?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">
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		<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 -->
		<Pivot
			Name="rflegslider"
			Parent="1">
			<Translation X="23.692947" Y="-19.057045" Z="-0.000003" />
			<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000" />
			<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" />
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		<Pivot
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			Parent="2">
			<Translation X="0.030017" Y="-5.085781" Z="19.490900" />
			<Rotation X="-0.000009" Y="-0.000017" Z="-0.877978" W="0.478700" />
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		<Pivot
			Name="rfleg02"
			Parent="3">
			<Translation X="20.258741" Y="0.000009" Z="0.000004" />
			<Rotation X="0.000000" Y="0.000000" Z="0.452317" W="0.891857" />
			<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" />
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		<!-- 5 -->
		<Pivot
			Name="rffoot01"
			Parent="4">
			<Translation X="28.791725" Y="-0.000007" Z="-0.000002" />
			<Rotation X="-0.000014" Y="-0.000009" Z="0.540455" W="0.841373" />
			<FixupMatrix M00="0.543478" M10="0.000000" M20="-0.000001" M30="0.000000" M01="0.000000" M11="0.543478" M21="0.000000" M31="0.000000" M02="-0.000002" M12="0.000000" M22="0.543478" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
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		<Pivot
			Name="boneskinned04"
			Parent="5">
			<Translation X="4.534501" Y="4.541754" Z="-0.049208" />
			<Rotation X="-0.706735" Y="-0.022117" Z="0.022117" W="0.706786" />
			<FixupMatrix M00="1.086957" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.086957" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
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		<Pivot
			Name="bone_contact_point_04"
			Parent="4">
			<Translation X="6.829519" Y="2.549696" Z="0.138315" />
			<Rotation X="-0.532012" Y="-0.465751" Z="0.330226" W="0.625293" />
			<FixupMatrix M00="1.086957" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.086956" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
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		<Pivot
			Name="boneskinned06"
			Parent="3">
			<Translation X="9.731544" Y="1.130062" Z="0.384869" />
			<Rotation X="0.338345" Y="0.620872" Z="-0.620923" W="-0.338373" />
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		<!-- 9 -->
		<Pivot
			Name="rblegslider"
			Parent="1">
			<Translation X="-24.772383" Y="-19.057045" Z="-0.000003" />
			<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000" />
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		</Pivot>
		<!-- 10 -->
		<Pivot
			Name="rbleg04"
			Parent="9">
			<Translation X="-0.008186" Y="-5.533840" Z="-20.289196" />
			<Rotation X="0.000066" Y="0.000037" Z="-0.475112" W="0.879925" />
			<FixupMatrix M00="0.543479" M10="0.000000" M20="-0.000001" M30="0.000000" M01="0.000000" M11="0.543478" M21="-0.000002" 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>
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		<Pivot
			Name="rbleg03"
			Parent="10">
			<Translation X="20.629742" Y="0.000000" Z="-0.000042" />
			<Rotation X="0.000000" Y="0.000000" Z="-0.480255" W="0.877129" />
			<FixupMatrix M00="0.543479" M10="0.000000" M20="0.000001" M30="0.000000" M01="0.000000" M11="0.543479" M21="-0.000002" 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>
		<!-- 12 -->
		<Pivot
			Name="rbfoot02"
			Parent="11">
			<Translation X="24.919769" Y="0.000004" Z="-0.000010" />
			<Rotation X="-0.000053" Y="-0.000096" Z="0.745200" W="0.666841" />
			<FixupMatrix M00="0.543479" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.543479" M21="0.000000" M31="0.000000" M02="-0.000002" M12="0.000000" M22="0.543478" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 13 -->
		<Pivot
			Name="boneskinned02"
			Parent="12">
			<Translation X="5.211592" Y="2.487681" Z="-0.037045" />
			<Rotation X="-0.698583" Y="-0.109308" Z="0.109301" W="0.698632" />
			<FixupMatrix M00="1.086957" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.086957" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
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		<Pivot
			Name="bone_contact_point_01"
			Parent="11">
			<Translation X="10.506836" Y="-1.240162" Z="0.218775" />
			<Rotation X="0.646846" Y="-0.285819" Z="-0.473239" W="0.525305" />
			<FixupMatrix M00="1.086957" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.086957" M21="0.000000" M31="0.000000" M02="0.000000" M12="-0.000008" M22="1.086957" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
		<!-- 15 -->
		<Pivot
			Name="lcalf"
			Parent="14">
			<Translation X="5.635429" Y="-1.559655" Z="-0.687000" />
			<Rotation X="0.196345" Y="0.031411" Z="-0.967729" W="0.154797" />
			<FixupMatrix M00="0.509628" M10="-0.000001" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.509628" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.509628" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" />
		</Pivot>
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		<Pivot
			Name="boneskinned01"
			Parent="10">
			<Translation X="9.183571" Y="-1.212793" Z="0.401093" />
			<Rotation X="-0.622240" Y="-0.336036" Z="0.335965" W="0.622112" />
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		</Pivot>
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		<Pivot
			Name="ionweapon"
			Parent="1">
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		</Pivot>
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		<Pivot
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			Parent="17">
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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>
		<!-- 19 -->
		<Pivot
			Name="b_pitch01"
			Parent="18">
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			<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000" />
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		</Pivot>
		<!-- 20 -->
		<Pivot
			Name="t1_cannon02"
			Parent="19">
			<Translation X="24.460640" Y="9.894741" Z="-0.041786" />
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		<Pivot
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			<Translation X="24.325584" Y="-9.648522" Z="-0.041786" />
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Edited by Egozi44

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And if you even bothered to simply import your skeleton into 3ds, you would have noticed what all of you bones are on the right side of your skelleton so of course there wont be bones on the left side to fire.

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I looked in the SKL -_- ..... They all in the positions I want

 

I use the H key and look on the bones in the SKL ever since you teach me how to use the plug in

 

I even added to Behemoth more BoneGarrisons so they won't mess up stuff if you load Nod's inf into it :P:thumbsup:

 

fdsfgdghrdy.PNG

 

I made 9 bones for each position because of Nod's inf

 

I was able to make it shoot from two side but not all four

 

 

sshot0019.8.jpg

 

sshot0018.11.jpg

 

sshot0016.17.jpg

Edited by Egozi44

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Well I guess that two bones are better than nothing, many thanks for your help Raven and Stygs

 

Too bad we couldn't solve the Tib tank cannon issue though ._.

Edited by Egozi44

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Seem like I was right :D

 

Changing the TechniqueIndex to 2 fix the FX issue :)

Edited by Egozi44

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