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coolfile

How To Make The Orca Missiles Disappear Individually

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The missiles on Orca are hung outside, but they willn't disappear individually after they are launched. Is it a BUG? maybe...

Is there anything in CC3:TW that works like WeaponHideShowBone and ProjectileBoneFeedbackEnabledSlots in ZeroHour to hide the missiles after they are launched.

Edited by coolfile

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hm, HideSubObject on attacking, reloading, between_firing_shots maybe... a little bit circumstantial though, but the only way I see since the special handler of CCG doesn't work any more for this.

 

Afaik Stygs from TM knows how to do that. Not sure if he used my proposal or if he found another solution.

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The model and the animations would be a problem to me because I can rebuild all of them. However, I have no idea about what script can indicate how many missiles are launched or reloaded. For example, a orca fires 4 missiles to destory a tank and go back with other 2 missiles. In this case, just 4 missile shall be hidden. Is it possible to implement that in cc3?

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