Hovercraft

I'm trying to get your LCAC working but I must be doing something wrong with the artdef. Is it the lack of kfm? Herese what I've been using.

Code:
<UnitArtInfo>
	<Type>ART_DEF_UNIT_HOVERCRAFT</Type>
	<fScale>0.92</fScale>
	<fInterfaceScale>1.3</fInterfaceScale>
	<NIF>xml/Custom Units/Hovercraft/hover_LCAC27.nif</NIF>
	<KFM>NONE</KFM>
	<SHADERNIF>xml/Custom Units/Hovercraft/hover_LCAC27.nif</SHADERNIF>
	<ShadowDef>
		<ShadowNIF>Art/Units/01_UnitShadows/transportShadow.nif</ShadowNIF>
		<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
		<fShadowScale>1.0</fShadowScale>
	</ShadowDef>
	<iDamageStates>4</iDamageStates>
	<TrailDefinition>
		<Texture>Art/Shared/water_ship_wake.dds</Texture>
		<fWidth>1</fWidth>
		<fLength>180.0</fLength>
		<fTaper>1</fTaper>
		<fFadeStartTime>.2</fFadeStartTime>
		<fFadeFalloff>0.35</fFadeFalloff>
	</TrailDefinition>
	<fBattleDistance>0.35</fBattleDistance>
	<fRangedDeathTime>0.31</fRangedDeathTime>
	<bSmoothMove>1</bSmoothMove>
	<fAngleInterpRate>720.0</fAngleInterpRate>
	<fExchangeAngle>25.0</fExchangeAngle>
	<bActAsRanged>0</bActAsRanged>
	<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
	<AudioRunSounds>
		<AudioRunTypeLoop>LOOPSTEP_TRANSPORT</AudioRunTypeLoop>
		<AudioRunTypeEnd>ENDSTEP_TRANSPORT</AudioRunTypeEnd>
	</AudioRunSounds>
	<SelectionSound>AS3D_UN_TRANSPORT_FORT</SelectionSound>
	<ActionSound>AS3D_UN_TRANSPORT_FORT</ActionSound>
</UnitArtInfo>
 
Purpose of this unit in US Army is invasion transport. Unit have not animations because no need (i think). Is necessary write <KFM>NONE</KFM> or <KFM/> maybe??? you are OK. :)
I no understand, what is your problem. Unit is&#180;t displayed in game?
Sorry for my bad English :blush:

EDIT day after:
I use not Lcac in my mod ((like me made this unit only)), but here is settings from test mod

<UnitArtInfo>
<Type>ART_DEF_UNIT_LCAC</Type>
<fScale>0.3</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<NIF>Art/Units/LCAC/LCAC.nif</NIF>
<KFM>Art/Units/Transport/Transport.kfm</KFM>
<SHADERNIF>Art/Units/LCAC/LCAC.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TransportShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TRANSPORT</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TRANSPORT</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_TRANSPORT_FORT</SelectionSound>
<ActionSound>AS3D_UN_TRANSPORT_FORT</ActionSound>
</UnitArtInfo>
 
01/19 Ship Transport I add to do first post / model for transporting cross continent. Ships that you want establish for transport must have filled definition: <Special>xxxx</Special> - for example: <Special>SPECIALUNIT_SHIP</Special>
Ship Transport: <SpecialCargo>SPECIALUNIT_SHIP</SpecialCargo> and <iCargo>1</iCargo>. Load ship is possible in town - unload wherewer by water.
SPECIALUNIT_SHIP you must write to specialunit.xml too :)
shiptransport.jpg
 
Thanks its now working fine :goodjob:

The stats I choose, 7 movment, 2 cargo cost 125 avalible at Composites with Oil or Aluminum
 
@ Impaler(WrG): :)

Wow :wow: I managed to include Mechanized infantry animations in the this model. Pack with Orbital Bomber animated you can download from first post :) ;) (use Mechanizedinfantry.kfm)

orbital2.jpg
 
Hovercraft future (gravitank) has now mechanizedinfantry animations too :)
for download you can use first post in thit thread.
 
Try using Roger Bacons Flying mod and give the hovercraft a lot of <Feature Impassable> tags for things like forests, hills, jungles etc so its restricted to flat open land and the Ocean.
 
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