Thema: ZH Bugfixes
Einzelnen Beitrag anzeigen
  #1  
Alt 14-12-2003, 21:05
Benutzerbild von Chriz
Chriz Chriz ist offline
Obeliskelektriker

 
Registriert seit: Mar 2002
Ort: <= Hier
Beiträge: 1.218
Chriz hat noch keine Bewertung oder ist auf 0
Chriz eine Nachricht über ICQ schicken Chriz eine Nachricht über MSN schicken
OL Nick: chrizde
Style: GDI
ccg ZH Bugfixes

Hallo!

Wie ihr ja wisst, das ZH leider viele Fehler und Bugs. Glücklicherweise lassen sich viele durch Modden beheben, weshalb ich mich entschlossen hab, diesen Thread zu starten. Ziel ist es, das hier Lösungen für Bugs und Fehler gepostet werden, die dann in Mods eingebaut werden können.

Ich fang mal an:
Ich wisst vielleicht, das die Techbuildings in ZH teilweise grafische Fehler haben und ZB nach dem Zerstören verschwinden. Dafür hab ich jetzt ne Lösung:

Kopeirt die jeweiligen Grafik-Einträge die ich hier poste und überschreibt dasmit die vorhandenen:

Artilleriestellung:

Zitat:
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = ZBARTPLAT
WeaponLaunchBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
Turret = Turret01
TurretPitch = TurretEL
End
ConditionState = CAPTURED
Model = ZBARTPLAT
End
ConditionState = DAMAGED
Model = ZBARTPLAT_D
End
ConditionState = DAMAGED CAPTURED
Model = ZBARTPLAT_D
End
ConditionState = REALLYDAMAGED
Model = ZBARTPLAT_E
End
ConditionState = REALLYDAMAGED CAPTURED
Model = ZBARTPLAT_E
End
ConditionState = RUBBLE
Model = ZBARTPLAT_R
End
ConditionState = NIGHT
Model = ZBARTPLAT_N
End
ConditionState = NIGHT CAPTURED
Model = ZBARTPLAT_N
End
ConditionState = DAMAGED NIGHT
Model = ZBARTPLAT_ND
End
ConditionState = DAMAGED NIGHT CAPTURED
Model = ZBARTPLAT_ND
End
ConditionState = REALLYDAMAGED NIGHT
Model = ZBARTPLAT_NE
End
ConditionState = REALLYDAMAGED NIGHT CAPTURED
Model = ZBARTPLAT_NE
End
ConditionState = NIGHT RUBBLE
Model = ZBARTPLAT_R
End
ConditionState = SNOW
Model = ZBARTPLAT_S
End
ConditionState = SNOW CAPTURED
Model = ZBARTPLAT_S
End
ConditionState = DAMAGED SNOW
Model = ZBARTPLAT_DS
End
ConditionState = DAMAGED SNOW CAPTURED
Model = ZBARTPLAT_DS
End
ConditionState = REALLYDAMAGED SNOW
Model = ZBARTPLAT_ES
End
ConditionState = REALLYDAMAGED SNOW CAPTURED
Model = ZBARTPLAT_ES
End
ConditionState = SNOW RUBBLE
Model = ZBARTPLAT_RS
End
ConditionState = SNOW NIGHT
Model = ZBARTPLAT_NS
End
ConditionState = SNOW NIGHT CAPTURED
Model = ZBARTPLAT_NS
End
ConditionState = SNOW NIGHT DAMAGED
Model = ZBARTPLAT_DNS
End
ConditionState = SNOW NIGHT DAMAGED CAPTURED
Model = ZBARTPLAT_DNS
End
ConditionState = SNOW NIGHT REALLYDAMAGED
Model = ZBARTPLAT_ENS
End
ConditionState = SNOW NIGHT REALLYDAMAGED CAPTURED
Model = ZBARTPLAT_ENS
End
ConditionState = SNOW NIGHT RUBBLE
Model = ZBARTPLAT_RS
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ZBODerrick_F
Animation = ZBODerrick_F.ZBODerrick_F
AnimationMode = LOOP
End
AliasConditionState = DAMAGED
ConditionState = REALLYDAMAGED
Model = ZBODerrick_FE
Animation = ZBODerrick_FE.ZBODerrick_FE
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = None
End
End

Entsatzzone:

Zitat:
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ZBLndBay
Animation = ZBLndBay.ZBLndBay
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ZBLndBay_D
Animation = ZBLndBay_D.ZBLndBay_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = ZBLndBay_E
Animation = ZBLndBay_E.ZBLndBay_E
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = ZBLndBay_R
Animation = ZBLndBay_R.ZBLndBay_R
AnimationMode = LOOP
End
ConditionState = NIGHT
Model = ZBLndBay_N
Animation = ZBLndBay_N.ZBLndBay_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ZBLndBay_DN
Animation = ZBLndBay_DN.ZBLndBay_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED NIGHT
Model = ZBLndBay_EN
Animation = ZBLndBay_EN.ZBLndBay_EN
AnimationMode = LOOP
End
ConditionState = RUBBLE NIGHT
Model = ZBLndBay_R
Animation = ZBLndBay_R.ZBLndBay_R
AnimationMode = LOOP
End
ConditionState = SNOW
Model = ZBLndBay_S
Animation = ZBLndBay_S.ZBLndBay_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ZBLndBay_DS
Animation = ZBLndBay_DS.ZBLndBay_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED SNOW
Model = ZBLndBay_ES
Animation = ZBLndBay_ES.ZBLndBay_ES
AnimationMode = LOOP
End
ConditionState = RUBBLE SNOW
Model = ZBLndBay_RS
Animation = ZBLndBay_RS.ZBLndBay_RS
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW
Model = ZBLndBay_NS
Animation = ZBLndBay_NS.ZBLndBay_NS
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = ZBLndBay_DSN
Animation = ZBLndBay_DSN.ZBLndBay_DSN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED NIGHT SNOW
Model = ZBLndBay_ESN
Animation = ZBLndBay_ESN.ZBLndBay_ESN
AnimationMode = LOOP
End
ConditionState = RUBBLE NIGHT SNOW
Model = ZBLndBay_RS
Animation = ZBLndBay_RS.ZBLndBay_RS
AnimationMode = LOOP
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ZBLndBay_F
Animation = ZBLndBay_F.ZBLndBay_F
AnimationMode = LOOP
End
AliasConditionState = DAMAGED
ConditionState = REALLYDAMAGED
Model = ZBLndBay_FE
Animation = ZBLndBay_FE.ZBLndBay_FE
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = None
End
End
PlacementViewAngle = 45

Reparaturplattform

Zitat:
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ZBRprBay
Animation = ZBRprBay.ZBRprBay
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ZBRprBay_D
Animation = ZBRprBay_D.ZBRprBay_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = ZBRprBay_E
Animation = ZBRprBay_E.ZBRprBay_E
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = ZBRprBay_R
AnimationMode = LOOP
End
ConditionState = NIGHT
Model = ZBRprBay_N
Animation = ZBRprBay_N.ZBRprBay_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ZBRprBay_DN
Animation = ZBRprBay_DN.ZBRprBay_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED NIGHT
Model = ZBRprBay_EN
Animation = ZBRprBay_EN.ZBRprBay_EN
AnimationMode = LOOP
End
ConditionState = RUBBLE NIGHT
Model = ZBRprBay_R
AnimationMode = LOOP
End
ConditionState = SNOW
Model = ZBRprBay_S
Animation = ZBRprBay_S.ZBRprBay_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ZBRprBay_DS
Animation = ZBRprBay_DS.ZBRprBay_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED SNOW
Model = ZBRprBay_ES
Animation = ZBRprBay_ES.ZBRprBay_ES
AnimationMode = LOOP
End
ConditionState = RUBBLE SNOW
Model = ZBRprBay_RS
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW
Model = ZBRprBay_S
Animation = ZBRprBay_S.ZBRprBay_S
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT SNOW
Model = ZBRprBay_DSN
Animation = ZBRprBay_DSN.ZBRprBay_DSN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED NIGHT SNOW
Model = ZBRprBay_ESN
Animation = ZBRprBay_ESN.ZBRprBay_ESN
AnimationMode = LOOP
End
ConditionState = RUBBLE NIGHT SNOW
Model = ZBRprBay_RS
AnimationMode = LOOP
End
End

Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ZBRprBay_F
Animation = ZBRprBay_F.ZBRprBay_F
AnimationMode = LOOP
End
AliasConditionState = DAMAGED
ConditionState = REALLYDAMAGED
Model = ZBRprBay_FE
Animation = ZBRprBay_FE.ZBRprBay_FE
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = None
End
End
PlacementViewAngle = 45
Außerdem müsst ihr die "Behavior = DestroyDie ModuleTag_06" löschen und (gegebenenfalls, bei manchen ist es schon vorhanden) durch

Behavior = KeepObjectDie ModuleTag_IWantRubble
End

ersetzen.
Mit Zitat antworten