Rotating Turret Code
I created an artillery unit for the laser general, but the turret is fixed when the unit attacks. The unit doesn't rotate, so the beam is shooting from every direction around the base of the unit.
Here is the code for the laser artillery:
Object Lazr_AmericaVehicleTomahawk
SelectPortrait = SALzrArt_L
ButtonImage = SALzrArt
UpgradeCameo1 = Lazr_Upgrade_AmericaBattleDronePaladin
UpgradeCameo2 = Upgrade_AmericaScoutDronePaladin
UpgradeCameo3 = Upgrade_AmericaHellfireDronePaladin
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_AmericaCompositeArmor
Draw = W3DTankDraw ModuleTag_01
ExtraPublicBone = Laser
ConditionState = NONE
Model = AVLzrArt
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponLaunchBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TurretFX01
End
ConditionState = REALLYDAMAGED
Model = AVLzrArt_D
Turret = Turret01
AltTurret = Laser
WeaponFireFXBone = PRIMARY TurretMS
WeaponLaunchBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TurretFX01
End
ConditionState = RUBBLE
Model = AVLzrArt_D
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponLaunchBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TurretFX01
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0
TreadDriveSpeedFraction = 0.3
TreadPivotSpeedFraction = 0.6
OkToChangeModelColor = Yes
End
DisplayName = OBJECT:Tomahawk
Side = AmericaLaserGeneral
EditorSorting = VEHICLE
TransportSlotCount = 2
EnergyProduction = -1
WeaponSet
Conditions = None
Weapon = PRIMARY LaserArtWeapon
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1200
BuildTime = 1.0
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Lazr_AmericaWarFactory
End
ExperienceValue = 100 100 200 400
ExperienceRequired = 0 200 300 600
IsTrainable = Yes
CrusherLevel = 2
CrushableLevel = 2
CommandSet = Lazr_AmericaVehicleTomahawkCommandSet
VoiceSelect = TomahawkVoiceSelect
VoiceMove = TomahawkVoiceMove
VoiceGuard = TomahawkVoiceMove
VoiceAttack = TomahawkVoiceAttack
VoiceDefect = TomahawkVoiceCreate
SoundMoveStart = TomahawkMoveStart
SoundMoveStartDamaged = TomahawkMoveStart
UnitSpecificSounds
VoiceCreate = TomahawkVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = TomahawkVoiceCrush
VoiceEnter = TomahawkVoiceMove
VoiceBombard = TomahawkVoiceAttack
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 180.0
InitialHealth = 180.0
SubdualDamageCap = 360
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 360
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TomahawkLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie
FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = SupW_OCL_AmericanPointDefenseDroneTomahawk
TriggeredBy = Lazr_Upgrade_AmericaBattleDroneTomahawk
ConflictsWith = Upgrade_AmericaScoutDroneTomahawk Upgrade_AmericaHellfireDroneTomahawk
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDroneTomahawk
TriggeredBy = Upgrade_AmericaScoutDroneTomahawk
ConflictsWith = Lazr_Upgrade_AmericaBattleDroneTomahawk Upgrade_AmericaHellfireDroneTomahawk
End
Behavior = ObjectCreationUpgrade ModuleTag_15
UpgradeObject = OCL_AmericanHellfireDroneTomahawk
TriggeredBy = Upgrade_AmericaHellfireDroneTomahawk
ConflictsWith = Lazr_Upgrade_AmericaBattleDroneTomahawk Upgrade_AmericaScoutDroneTomahawk
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1
End
Behavior = ExperienceScalarUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0
End
Behavior = DestroyDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = EjectPilotDie ModuleTag_13
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
End
Behavior = TransitionDamageFX ModuleTag_16
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = FXListDie ModuleTag_HijackerEmerge
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEject
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End
What needs to be changed so the turret can rotate?
Last edited by BlueGalactic; 01-05-2008 at 08:29 PM.
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