logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,213

Administrators:
DeeZire, Redemption

There are currently 33 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 06-28-2003, 06:27 PM   #1 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: Australia
Posts: 126
Send a message via MSN to Wayne
Default Limiting Turret Angles

Is there a way you can limit the angles that a turret is allowed to turn, have a look at the picture I attached... I want the Riot Truck to only shoot out the sides and the back, and not shoot through the cab, cause it looks dicky shooting thru the front (and its not physicially possible)

Anyone know if this can be fixed and if it can how do I do it?
~Thanks :/
Wayne is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2003, 06:40 PM   #2 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

I've asked this problem many times and people have only avoided answering. I know you can limit the pitch, but I have yet to find a way to limit the yaw.
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2003, 08:24 PM   #3 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: Australia
Posts: 126
Send a message via MSN to Wayne
Default

I have been trying to find a unit that has its turret turn angle limited, If I can't find one then, I guess it can't be done...
Wayne is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2003, 08:37 PM   #4 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: Australia
Posts: 126
Send a message via MSN to Wayne
Default

I had a really big stab in the dark and tried making up some code, like:

Code:
MinPhysicalTurn = 40
but that gave me an error like i expected it do to, if anyone has got turret limiting to work lemme know :dead:
Wayne is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-30-2003, 04:15 AM   #5 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 734
Send a message via ICQ to Flyby
Default

These are all the turret related tags:

Quote:
Turret
TurretTurnRate = 180
TurretPitchRate = 180
FirePitch = 45
AllowsPitch = Yes
MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal)
TurretFireAngleSweep = PRIMARY 8
TurretFireAngleSweep = SECONDARY 60
TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn
TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
RecenterTime = 5000 ; how long to wait during idle before recentering
NaturalTurretAngle = 0
NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky
MinIdleScanAngle = 30 ; in degrees off the natural turret angle
MaxIdleScanAngle = 60 ; in degrees off the natural turret angle
MinIdleScanInterval = 5000 ; in milliseconds
MaxIdleScanInterval = 10000 ; in milliseconds
FiresWhileTurning = Yes
InitiallyDisabled = Yes
GroundUnitPitch = 40
End
"NaturalTurretAngle = " allows you to define the initial position of the turret , so if you want it pointing at the back, just put 180 inthere....

I am however not sure you're able to actually enforce a firing angle limit...I think not, but would like to be prooven wrong... :/
Flyby is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-30-2003, 05:15 AM   #6 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: Australia
Posts: 126
Send a message via MSN to Wayne
Default

Yeah, I think we hit a missing feature here
My units will have to contine shooting thru their cockpits/cabs :scared:
Wayne is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-30-2003, 06:18 AM   #7 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 734
Send a message via ICQ to Flyby
Default

Can't you raise the weapon so it fires above the cabine?
Flyby is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-30-2003, 09:54 AM   #8 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: Australia
Posts: 126
Send a message via MSN to Wayne
Default

It's really not that bigger deal, hey wait, I just jad an idea... if weapons require line of sight and unit firing the weapon gets in its own way would it then adjust itself, so that it can see the target? I'll try that and see how it goes...
Wayne is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-30-2003, 10:03 AM   #9 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: Australia
Posts: 126
Send a message via MSN to Wayne
Default

Ok That was just a stupid idea.. :tard:
Wayne is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-30-2003, 01:13 PM   #10 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

I suppose he can raise the turret, but I can't because the model I have is based off of a real WW2 tank with multiple turrets. This is when I really wish he were given proper mod support with source code rather than this INI crap
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Limiting Vehicle Movement Doctor Phileas Fragg Red Alert 2 & Yuri's Revenge Editing 4 06-17-2005 09:45 PM
Weapon Angles RedLeader Generals & Zero Hour Editing 2 10-13-2004 02:33 AM
Limiting Turret Rotations Silent_Killa Generals & Zero Hour Editing 16 07-13-2004 06:54 PM
Turret angle limiting guyee Generals & Zero Hour Editing 7 04-30-2003 03:52 AM
turret and non- turret weapons Cartman Red Alert 2 & Yuri's Revenge Editing 5 02-23-2003 04:36 PM


All times are GMT -4. The time now is 05:42 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.