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-   -   Mismatch (http://forums.filefront.com/cnc-modding-mapping-editing/240295-mismatch.html)

Vanguard February 13th, 2006 06:40 PM

Mismatch
 
Ok, now seeing as how I'm desperate, I'll be posting this everywhere including here.

For some reason my Comanche's cause a mismatch online when they die. Not sure why. Here's the art code, cause that's what's causing it for sure.

Code:

  Draw = W3DModelDraw ModuleTag_01
    ProjectileBoneFeedbackEnabledSlots = SECONDARY; WeaponLaunchBone will be shown/hidden, not just used for firing offset

    DefaultConditionState
      Model            = AVComanche
      HideSubObject    = MissileUpgrade
      Animation        = AVComanche.AVComanche
      AnimationMode    = LOOP
      Turret            = CHOPPER
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = PRIMARY Muzzle
      TransitionKey    = TRANS_IdleNormal
    End

    TransitionState  = TRANS_IdleNormal TRANS_AttackingNormal
      Model          = AVComanche_A
      Animation      = AVComanche_A.AVComanche_A
      AnimationMode  = ONCE
    End

    ConditionState = ATTACKING USING_WEAPON_B
      Model            = AVComanche_A2
      Animation        = AVComanche_A2.AVComanche_A2
      WeaponLaunchBone = SECONDARY WeaponA
      TransitionKey    = TRANS_AttackingNormal
    End

    TransitionState  = TRANS_AttackingNormal TRANS_IdleNormal
      Model          = AVComanche_A
      Animation      = AVComanche_A.AVComanche_A
      AnimationMode  = ONCE_BACKWARDS
    End
    AliasConditionState = RELOADING_B

    ConditionState = REALLYDAMAGED
      Model          = AVComanche_d
      Animation      = AVComanche_d.AVComanche_d
      AnimationMode  = LOOP
      TransitionKey  = TRANS_IdleDamaged
    End

    TransitionState  = TRANS_IdleDamaged TRANS_AttackingDamaged
      Model          = AVComanche_AD
      Animation      = AVComanche_AD.AVComanche_AD
      AnimationMode  = ONCE
    End

    ConditionState = ATTACKING USING_WEAPON_B REALLYDAMAGED
      Model            = AVComanche_A2
      Animation        = AVComanche_A2.AVComanche_A2
      WeaponLaunchBone = SECONDARY WeaponA
      TransitionKey    = TRANS_AttackingDamaged
    End

    TransitionState  = TRANS_AttackingDamaged TRANS_IdleDamaged
      Model          = AVComanche_AD
      Animation      = AVComanche_AD.AVComanche_AD
      AnimationMode  = ONCE_BACKWARDS
    End
    AliasConditionState = RELOADING_B REALLYDAMAGED

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      ShowSubObject    = MissileUpgrade
      Animation        = AVComanche.AVComanche
      AnimationMode    = LOOP
      WeaponFireFXBone  = TERTIARY WeaponB
      WeaponLaunchBone  = TERTIARY WeaponB
      TransitionKey    = TRANS_IdleUpNormal
    End

    TransitionState  = TRANS_IdleUpNormal TRANS_AttackingUpNormal
      Model          = AVComanche_A
      Animation      = AVComanche_A.AVComanche_A
      AnimationMode  = ONCE
      ShowSubObject  = MissileUpgrade
    End

    ConditionState = ATTACKING USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE
      Model            = AVComanche_A2
      Animation        = AVComanche_A2.AVComanche_A2
      WeaponLaunchBone = SECONDARY WeaponA
      TransitionKey    = TRANS_AttackingUpNormal
      ShowSubObject    = MissileUpgrade
    End

    TransitionState  = TRANS_AttackingUpNormal TRANS_IdleUpNormal
      Model          = AVComanche_A
      Animation      = AVComanche_A.AVComanche_A
      AnimationMode  = ONCE_BACKWARDS
      ShowSubObject  = MissileUpgrade
    End
    AliasConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE

    ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
      Model            = AVComanche_d
      ShowSubObject    = MissileUpgrade
      Animation        = AVComanche_d.AVComanche_d
      AnimationMode    = LOOP
      WeaponFireFXBone  = TERTIARY WeaponB
      WeaponLaunchBone  = TERTIARY WeaponB
      TransitionKey    = TRANS_IdleUpDamaged
    End

    TransitionState  = TRANS_IdleUpDamaged TRANS_AttackingUpDamaged
      Model          = AVComanche_AD
      Animation      = AVComanche_AD.AVComanche_AD
      AnimationMode  = ONCE
      ShowSubObject  = MissileUpgrade
    End

    ConditionState = ATTACKING USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model            = AVComanche_A2
      Animation        = AVComanche_A2.AVComanche_A2
      WeaponLaunchBone = SECONDARY WeaponA
      TransitionKey    = TRANS_AttackingUpDamaged
      ShowSubObject    = MissileUpgrade
    End

    TransitionState  = TRANS_AttackingUpDamaged TRANS_IdleUpDamaged
      Model          = AVComanche_AD
      Animation      = AVComanche_AD.AVComanche_AD
      AnimationMode  = ONCE_BACKWARDS
      ShowSubObject  = MissileUpgrade
    End
    AliasConditionState = RELOADING_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE

    ConditionState = RUBBLE
      Model            = AVComanche_d
      Animation        = AVComanche_d.AVComanche_d
      AnimationMode    = LOOP
    End

    ConditionState = RUBBLE SPECIAL_DAMAGED
      Model            = AVComanche_d
      HideSubObject    = AVComanche_Prop
    End

    OkToChangeModelColor = Yes
  End

Incase you are wondering what all those TransitionStates are for, it's because it has weapon bays. It is coolfiles model, except mine don't use the bays as a seperate object because they never attack with the weapon bays when they were told too.

medicdude February 14th, 2006 01:09 PM

Re: Mismatch
 
Actually, I think it might be the slowdeathbehavior? Mine Little Birds cause the problems for me... they spiral out and out, then the game crashes when they hit the ground.

That's all I can think of, but I suck at art code, so...

Vanguard February 14th, 2006 07:14 PM

Re: Mismatch
 
:P you could have just said that on MSN. Anyway I know it's the art code, Hunter had the same problem with his Popup Patriot, until he gave me a fix for it, it had to do with the art code, which was full of transition states.


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