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Formation preview+Treaded artilery Questions Rate Topic: -----

#1 User is offline   Madin 

  • Rocket Soldier
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  • Joined: 01-January 07

Posted 06 September 2010 - 07:08 PM

1. I finally have an idea why my formation previews look wrong.
My question is; how do you unwrap a model so it fits into a square? (that square :razz: )
Or should I say lots of triangles. Can people who have done a formation preview please give me some tips!

2. http://www.cnc-sourc...?showtopic=7332
That was the original thread on the problem. I'm just wondering if anyone has since got a treaded artilery with a deploy/undeploy animation to work correctly.
Please note that the 'theory' tends not to work in pratice, so pratical examples are prefered.
The Artilery piece in question is a M110 if that helps. While it is easy to get the animations working correctly, the artilery has trouble changing targets when it's in a deployed state if it has to undeploy first.
Also the artilery will often fail to fire on a target if it has first had to travel a distance.

<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="">
    <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
  <WeaponTemplate id="NodChemicalSprayerRangeFinder" Name="NodChemicalSprayerRangeFinder" AttackRange="130" LeechRangeWeapon="true" AcceptableAimDelta="45d" AntiMask="ANTI_GROUND ANTI_AIRBORNE_VEHICLE ANTI_AIRBORNE_INFANTRY" CanFireWhileMoving="true" FinishAttackOnceStarted="false" ReAcquireDetailType="PER_CLIP">
    <FiringDuration MinSeconds="1.0s" MaxSeconds="1.0s" />
      <TintObjectsNugget Radius="20" PreColorTime="1.0s" SustainedColorTime="3.0s" PostColorTime="1.0s" Frequency="0" Amplitude="0">
        <SpecialObjectFilter Rule="NONE" Include="VEHICLE" />
        <Color R="0" G="2" B="0" />
  <WeaponTemplate id="NodChemicalSprayer" Name="NodChemicalSprayer" AttackRange="180.0" WeaponSpeed="999999.0" FireSound="NODChemWarrior_FlameWeaponStart" FiringLoopSound="NODChemWarrior_FlameWeaponLoop" FiringLoopSoundContinuesDuringReload="false" AcceptableAimDelta="10d" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" AntiMask="ANTI_GROUND ANTI_STRUCTURE" ClipSize="20" CanFireWhileMoving="true" ReAcquireDetailType="PER_CLIP">
    <PreAttackDelay MinSeconds="0s" MaxSeconds="1s" />
    <FiringDuration MinSeconds="0.1s" MaxSeconds="0.1s" />
    <ClipReloadTime MinSeconds="1s" MaxSeconds="1s" />
      <ActivateStreamNugget Lifetime="0.75s" StreamId="0" />
      <DamageNugget Damage="50" Radius="20.0" DelayTimeSeconds="0.5s" DamageType="GRENADE" DamageFXType="ALIEN_TIOXIN">
        <DamageScalarDetails Scalar="500%">
          <Filter Rule="NONE" Include="INFANTRY" />
        <DamageScalarDetails Scalar="50%">
          <Filter Rule="NONE" Include="STRUCTURE" />
      <!-- Garrison clear -->
      <DamageContainedNugget MaxUnitsToDamage="100" WindowBlastFX="FX_AlienInfantryDeathGreenFX" Damage="=$CLEAR_GARRISON_WEAPON_DAMAGE" DamageType="GRENADE" DeathType="EXPLODED">
        <DamageObjectFilter Rule="NONE" Include="INFANTRY" />
      <SuppressionNugget Radius="25.0" Suppression="200" DurationSeconds="5s" />
      <TintObjectsNugget Radius="20" PreColorTime="0.5s" SustainedColorTime="3s" PostColorTime="0.5s" Frequency="0" Amplitude="0">
        <SpecialObjectFilter Rule="NONE" Include="VEHICLE" />
        <Color R="0" G="2" B="0" />

Can someone please tell me whats wrong with this code, or make adjustments so it'll work. The idea is to tint any vehicle hit by the weapon green. If someone can test this that would be extra nice!


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