yes it is possible. I'll give you the code, but next time, you should think about maybe searching tutorials first, or if you already have, check the Rulesmd.ini file for what does it.
Code:
;the tank (Grizzly Battle Tank)
[MTNK]
OmniFire=yes ;This is what gives the not needing to turn around thing. But it makes ;the tank also fire his primary without turning too.......
UIName=Name:MTNK
Name=Grizzly Battle Tank
Image=GTNK
Prerequisite=GAWEAP
Primary=105mm2
Secondary=TankAntiInfantry
Strength=600
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE
BuildTimeMultiplier=1.5;Individual control of build time
;The weapon
[TankAntiInf]
Damage=80
ROF=8
Range=7
Projectile=AntiInfProj
Speed=100
Warhead=AntiInfWar
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
;The Projectile
[AntiInfProj]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
;The Warhead, designed to fight infantry.......And terror drones.
[AntiInfWar]
Verses=200%,200%,150%,0%,0%,0%,0%,0%,0%,0%,100%
InfDeath=1
AnimList=PIFF
ProneDamage=200%
Bullets=yes
;Primary:
[105mm2]
Damage=65
ROF=60
Range=5
Projectile=Cannon
Speed=40
Warhead=AT
Report=GrizzlyTankAttack
Anim=GUNFIRE
Bright=yes
;Warhead:
[AT]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
;DB Changed AP shot on 6/6/01 to make plate armor almost immune to attacks by AP weapons.
;Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100%
Verses=0%,0%,0%,100%,100%,75%,75%,50%,50%,75%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22
ProneDamage=50%
Ok, now if you use this exact coding, you will get more or less the effect you wanted, but the turret will stay in one place. I have never tried what i'm about to suggest, Ok, so, here's what im going to suggest:
[TankAntiInf]
;OmniFire=yes ; this is what I mean right here- add the omni fire to the weapon ;instead of the unit, and it might work.......
Damage=80
ROF=8
Range=7
Projectile=AntiInfProj
Speed=100
Warhead=AntiInfWar
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Ok, now here's a proposal for ya though- do you want to help work on my mod with me? Its got some interesting things, and im about to release version 0.10 right away. So if yes, email me at
death3464@yahoo.ca and then check out my website at
http://www.deathmetermods.freeservers.com
EDIT- I am changing the primary too, so that the tank won't auto attack with primary..........and also note that i did not make an actual Elite version- you do that.....