I started using gmax a couple of months ago and I have been doing different things with it, so I decided to make a dual laser tank for the laser general and well it is now in zero hour, but the dual lasers do not come out of where they are supposed to. The lasers end up coming from the middle of the model or only one of the barels, depending on how I code it. I can not get the lasers to come out of their respectible barels.
Please help.
The code for the lasers:
;------------------------------------------------------------------------------
Weapon Lazr_CrusaderTankGunAdv
PrimaryDamage = 80.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 150.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 99999 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
LaserName = Lazr_CrusaderLaserBeam
LaserBoneName = TurretMS01 ;TurretMS02
LaserBoneName = TurretMS02
FireFX = Lazr_WeaponFX_LaserCrusader
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500 ; time between shots, msec
ShotsPerBarrel = 1
ClipSize = 2 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 1000 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES WALLS
DelayBetweenShots = 2000 ; time between shots, msec
End
Some code for tank:
Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
Model = AVLaserTnkAdv
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS01
WeaponRecoilBone = PRIMARY Barrel
WeaponLaunchBone = PRIMARY TurretMS01
WeaponFireFXBone = PRIMARY TurretMS02
WeaponLaunchBone = PRIMARY TurretMS02
WeaponFireFXBone = SECONDARY TurretFX03
WeaponLaunchBone = SECONDARY TurretFX03
End
ConditionState = REALLYDAMAGED
Model = AVLaserTnkAdv_D
End
ConditionState = RUBBLE
Model = AVLaserTnkAdv_D1
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
OkToChangeModelColor = Yes
End
WeaponSet
Conditions = None
Weapon = PRIMARY Lazr_CrusaderTankGunAdv ;don't work right, should have 2 larsers firing from seperate barels
Weapon = SECONDARY AvengerTargetDesignator ;this works

WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
End