View Full Version : Turret Problems
AntiSocialKindaGuy
01-27-2005, 04:55 AM
Right, I have a tank with two turrets, one on either side of the tank. Each can move 90 degrees - aiming forwards to aiming at right angles. The trouble is, the other turret also turns to aim at the same target. I need the turrets to fire independently of onea nother.
Therefore - is it necessary to create the turrets as OCLs to create the sort of independency I require above, or can it be done an easier way?
If done through OCLs, would one turret not then get priority ( as the OverlordGun gets priority over the GattlingGun when aiming to fire )?
CodeCat
01-27-2005, 06:10 AM
This is one of the biggest limitations of the engine. You can't limit the turn angle of a turret, at all. So I'm afraid you're stuck...
RedLeader
01-27-2005, 07:29 AM
1. youy need 2 weapons
WeaponSet
Conditions = None
Weapon = PRIMARY CruiserDemoGun1
Weapon = SECONDARY CruiserDemoGun1
End
2. in the AI update interface turn this to No
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 80
TurretPitchRate = 80
FirePitch = 12 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
NaturalTurretAngle = 180 ; this turret points backwards normally
End
AltTurret
TurretTurnRate = 80
TurretPitchRate = 80
FirePitch = 15 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = SECONDARY
End
TurretsLinked = Yes :RIHT HERE CHANGE TO NO
End
and they should act idependently, like Immo said they will turn comlely around
AntiSocialKindaGuy
01-27-2005, 08:36 AM
Turdsocks. Is there nothing in weapon.ini that means that weapon will not fire outside a given angle ( as there is a pitch limit - why the hot flaps not for all axis )?
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