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Old 07-16-2005, 02:48 AM   #10 (permalink)
Kulturbanause
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Join Date: Jul 2005
Posts: 42
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wow yayo, right answer at the right time with my credit to...nice tank!

But unfortunately im not satisfied coz the TURRET02 .. the machinegun only works with the same direction like the mainturret but in reality the machinegun is rotateable independet from the mainturret.

@ Yayo01 is that possible? Here is my try but its crashed that why i uncomment it ;;;;;;;;

Code:
;Artparameter

Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = M1A2Abrams
      Turret              = TURRET
      TurretPitch 	  = TurretEL
      ;AltTurret           = TURRET02
      ;AltTurretPitch      = TurretEL;02
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY BARREL
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      ;WeaponFireFXBone    = SECONDARY Muzzle
      ;WeaponMuzzleFlash   = SECONDARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model               = M1A2Abrams_d
      Turret              = TURRET
      TurretPitch	  = TurretEL
      ;AltTurret           = TURRET02
      ;AltTurretPitch      = TurretEL;02
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY BARREL
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      ;WeaponFireFXBone    = SECONDARY Muzzle
      ;WeaponMuzzleFlash   = SECONDARY MuzzleFX
    End

    ConditionState = RUBBLE
      Model               = M1A2Abrams_d1
      Turret              = TURRET
      AltTurret           = TURRET02
    End

    TrackMarks           = EXTnkTrack.tga
    OkToChangeModelColor = Yes
    TreadAnimationRate      = 2.0 ; texture to move per second
    TreadDriveSpeedFraction = 0.3 ; treads stop moving.
    TreadPivotSpeedFraction = 0.6 ; allow pivoting.
  End
...
...
  ; ***DESIGN parameters ***
...
  WeaponSet
    Conditions = None 
    Weapon 		= PRIMARY Boss_M1A2Tankgun
    PreferredAgainst    = PRIMARY INFANTRY STRUCTURE VEHICLE
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon 		= SECONDARY Boss_20mmCannonWeapon
    PreferredAgainst    = SECONDARY INFANTRY
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  End
  WeaponSet
    Conditions = PlAYER_UPGRADE
    Weapon 		= PRIMARY Boss_M1A2TankgunUpgrade
    PreferredAgainst    = PRIMARY INFANTRY STRUCTURE VEHICLE
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon 		= SECONDARY Boss_20mmCannonWeapon
    PreferredAgainst    = SECONDARY INFANTRY
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  End
...
...

  ; *** ENGINEERING Parameters ***
...
...
  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 60   ; turn rate, in degrees per sec
      TurretPitchRate = 20
      AllowsPitch = Yes
      RecenterTime = 4000
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End

;  Behavior = AIUpdateInterface ModuleTag_03
;    Turret
;      TurretTurnRate = 100 ; 180
;      TurretPitchRate = 45 ; Neu
;      AllowsPitch = Yes ; Neu
;      RecenterTime = 3500 ; Neu
;      ControlledWeaponSlots = PRIMARY
;    End
;    AltTurret ; Neu
;      TurretTurnRate = 240 ; Neu
;      TurretPitchRate = 180 ; Neu
;      AllowsPitch = Yes ; Neu
;      RecenterTime = 1000 ; Neu
;      ControlledWeaponSlots = SECONDARY
;    AutoAcquireEnemiesWhenIdle = Yes
;    TurretsLinked = No
;  End
...
...
One last question: One of my models a Bradley is atouch to big. Is it possible to make it smaller in his INI????
Code:
  Geometry               = BOX
  GeometryMajorRadius    = 20.0
  GeometryMinorRadius    = 14.0
  GeometryHeight         = 12.0     
  GeometryIsSmall        = Yes
The code from my Altturret is from my "proudofchina" model

Maybe someone know THIS:

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