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Old February 13th, 2006   #1
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Default 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.


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Old February 14th, 2006   #2
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Default 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...

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Old February 14th, 2006   #3
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Default 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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