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Mussle flash
Started By Genrail, Jul 19 2010 22:22
8 replies to this topic
#1
Posted 19 July 2010 - 22:22
why are they staying like that.... it shoots, then doesnt go-away...?
This place still exists?
#2
Posted 19 July 2010 - 23:20
did you put down cinimatic battle masters or regular ones?
Did you mod the W3D files?
Did you mod the W3D files?
#3
Posted 20 July 2010 - 01:58
i used the regular ones, Because i never understood what the cinimatic units did.
This place still exists?
#4
Posted 20 July 2010 - 03:55
hide them by the map.ini
I also have encounter similar problem several times.
I also have encounter similar problem several times.
NProject Mod -- Recolonize -- Tidal Wars
#5
Posted 20 July 2010 - 04:23
...and how do i do that?
This place still exists?
#6
Posted 20 July 2010 - 04:53
learn basic ini coding dude, or you will never can make advanced custom maps.
NProject Mod -- Recolonize -- Tidal Wars
#7
Posted 21 July 2010 - 06:51
.
Edited by Kris, 29 May 2017 - 05:01.
#9
Posted 22 July 2010 - 22:10
I don't know much about map.ini coding, but I modified CodeCat's coding for the Terrorist War Fortress shell to fit the Battlemaster tank. Create a text file called map.ini, paste the following code inside it, then put this file into your map's folder.
This is a replace module for the battlemaster's art coding, which forces the game to hide the muzzle flash object on the 3d model. Make sure that you are using the China Battlemaster tank, not Nuke General's or any of the other ones. Otherwise you will need to change the object name to the correct one. Or you could make four copies of this, one for each individual battlemaster tank.
Also note that this will make your map incompatible with mods that modify the appearance of the battlemaster tank in any way.
-Jordan
;-----------------------------------------------; Object ChinaTankBattlemaster ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override ConditionState = NONE Model = UITRST_SKN Animation = UITRST_SKL.UITRST_ADTE2 AnimationMode = LOOP End End End ReplaceModule ModuleTag_01 Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVBtMstr Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle HideSubObject = MUZZLEFX01 End ConditionState = REALLYDAMAGED Model = NVBtMstr_D Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle HideSubObject = MUZZLEFX01 End ConditionState = RUBBLE Model = NVBtMstr_D Turret = Turret01 HideSubObject = MUZZLEFX01 End TrackMarks = EXTnkTrack.tga End End End
This is a replace module for the battlemaster's art coding, which forces the game to hide the muzzle flash object on the 3d model. Make sure that you are using the China Battlemaster tank, not Nuke General's or any of the other ones. Otherwise you will need to change the object name to the correct one. Or you could make four copies of this, one for each individual battlemaster tank.
Also note that this will make your map incompatible with mods that modify the appearance of the battlemaster tank in any way.
-Jordan
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