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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-05-2003, 08:41 PM
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#1 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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edit: look at page 2 for pics of my flamethrower infantry
pretty much ignore all the posts except the pics on page 2 and beyond
ok, lets say i wanted to make a tank (the dragon tank, to be exact) have to turn to shoot by effectively making the turret fixed instead of free rotating. i am sure it is possible, but i dont know how to do it.
in my all infantry map i am making dragon tanks into human flamethrower troops for china (it was easier than making a whole new unit) but i have a few problems. one of which is that the unit still thinks it has a turret.
when told to fire, he does, but he doesnt do the firing animations (and if done for a while he will do idle animations, gun at side, but fire still spraying out) and if u tell him to fire something in his range, rather than turning to fire he stands there as the imaginary turret turns, and after a second of waiting, fire comes shooting out of his side or back.
is there an easy way i can just turn the turret off or make the imaginary turret by fixed so that he turns to fire like he should? i tried some stuff, but either it crashes or nothing is fixed. thanks in advance for any and all help!
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08-05-2003, 08:58 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Nod base
Posts: 172
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did you tried add TurretTurnRate = 0 in map.ini?
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08-05-2003, 10:29 PM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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i did that, but a couple bad things happen.
1) he has trouble damaging people b/cs he no longer sways and spreads the shots. that must be why dragon tanks sway like that, b/cs if they fire in a straight line a unit has to be in an exact spot to be damaged
2) the firestorm attack didnt sway either, which totally defeats the purpose of it.
i tried to fix #2 by changing the part of the turret that says which weapons it controls, but then #1 is still a problem. is there any way i can get the unit itself to sway while attacking or will i have to run the risk of it shooting sideways by using the turret?
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08-06-2003, 01:36 PM
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#4 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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c'mon, any1 know how to make the person sway to spread the fire around, or will i have to use the invisible turret after all?
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08-06-2003, 02:06 PM
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#5 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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I'm sure there's a way to limit the turret's movement but I can't remember how. Use the search function and you just might get lucky.
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08-06-2003, 02:11 PM
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#6 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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limiting the turret's movemtent is no longer the problem, it's now getting the unit itself to sway. unless u mean i can make the turret only able to turn X number of degrees, so that the unit has to face the target but the turret is still what does the firing. if thats what u mean, then i will try searching...
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08-06-2003, 02:17 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Nod base
Posts: 172
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how about make a invisible chassis,and make the infantry model as its turret,like the GLA Technical?but i don't know if turret can use moving anim... 
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08-06-2003, 04:19 PM
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#8 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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that would make it way too complicated, IMO. also, i searched and i couldnt find anything about limiting the turret's turning angle, but maybe there is a line of code like maxturnangle and minturnagle that i could put into the lil module for the turret.
here's the turret module that controls its sway and such (with some things changed so that it doesnt control the primary weapon and so the flamewall attack isnt so wide):
ReplaceModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
Turret
TurretTurnRate = 120
TurretPitchRate = 120
AllowsPitch = Yes
MinPhysicalPitch = -45
TurretFireAngleSweep = PRIMARY 10
TurretFireAngleSweep = SECONDARY 25 ;60
TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art)
TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn
ControlledWeaponSlots = SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
End
if there is a min and max turning angle for the turret it would be easy to just add in an appropriate line of code or 2 so the unit has to face the target but the fire still sways. if any1 knows of such a line of code, letting me know what it is would be tons of help. if there isnt such a thing, i could just give the fireanglesweep things to unit itself and not the turret, i could make the flamethrower guy do what the turret does.
unfortunately i dont know my limits nor how to do either of these things, so any help from people who do know how to do these things would be appreciated.
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08-06-2003, 04:44 PM
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#9 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 231
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God, all of you are making this waaay too complicated. Just delete
Turret
TurretTurnRate = 180 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots= PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
from the AIUpdateInterface ModuleTag. It's quite simple.
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08-06-2003, 04:49 PM
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#10 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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yeah, its really easy to get it to not use the turret to fire, but the swaying behavior is the turret's, not the unit's. what i need to do is either A) limit the turrets rotation so he still faces the target but the flame sways or B) make the swaying motion be a property of the unit itself. i dont know how to do either. can any1 help me out?
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