February 13th, 2006
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#1 |
| Same guy on everyother site.
Join Date: May 4th, 2003 Location: Texas Status: Available Rep Power: 27 | 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. |

-Vanguard |
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