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

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Old 08-15-2003, 04:20 AM   #1 (permalink)
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Default Making a turret not move when upgraded.

I've run into a little problem...I have a unit that has a turret initially, then it gets an upgrade and everything changes (unit model, more hp, better weapon, new locomotor). The thing is, afterwards it doesn't have a turret...but it still it wont' turn to fire, it just stays in place and fires(example: it fires its shell backwards...at things behind it). I want the whole unit body to turn on the upgrade...is there something in the turret code to do that for me or what?
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Old 08-15-2003, 04:39 AM   #2 (permalink)
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Hmm. isn't the Marauder-Tank such a unit which doesn't turn it's turrent but does turn it's chassis ?

Can you post the code for that unit ? It's hard to see the failure without the code !
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Old 08-15-2003, 04:58 AM   #3 (permalink)
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Quote:
Originally Posted by Panzerfather
Hmm. isn't the Marauder-Tank such a unit which doesn't turn it's turrent but does turn it's chassis ?

Can you post the code for that unit ? It's hard to see the failure without the code !
Yea, but there is no code in the unit at all related to the turret, unless its a model thing?
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Old 08-15-2003, 05:14 AM   #4 (permalink)
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i'd say when you upgrade the model, you should delete the turret bones, and add the weapon bones to the new weapon on the chassis. although you've probably already done that, and it isn't working.

i'd take a look at the maurader model.
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Old 08-15-2003, 05:27 AM   #5 (permalink)
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Quote:
Originally Posted by tanka
i'd say when you upgrade the model, you should delete the turret bones, and add the weapon bones to the new weapon on the chassis. although you've probably already done that, and it isn't working.

i'd take a look at the maurader model.
Yea, I'm gona have to ask one of my modelers to look at it...most likely I have something named wrong.
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Old 08-15-2003, 04:34 PM   #6 (permalink)
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With the marauder: In the model there is still a named TURRET piece (probably because of the upgrades) but then in the code there is nothing that tells it how to turn and how fast so if the code is omitted then it won't turn (I did this for an un-turreted tank I made) How to go about doing such a thing in veterancy or with upgrades I'm not sure of, but I hope that helps a little.
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Old 08-16-2003, 05:21 AM   #7 (permalink)
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smurf,
have a look at the comanche turret code, and how it forces the comanche to turn so it can fire :

Quote:
; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
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