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

Forum Info
Forum Members: 18,537
Total Threads: 8,627
Posts: 94,208

Administrators:
DeeZire, Redemption

There are currently 127 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 11-24-2003, 11:24 AM   #1 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: UK
Posts: 704
Send a message via MSN to Mithril
Default Insane turrets

Two of my overlord-like added turrets go crazy. They sometimes turn in the absolute opposite direction, and sometimes dont even react at all.

Yes, I have fiddled around a million times with the Align to World and center to object buttons, but nothing works.

I use the W3DOverlordTankDraw tag and the TransportAI tag, but nothing works.


Everything is linked correctly (the FIREPOINT bone is linked to the CHASSIS, the WEAPONC and WEAPOND01 bones are linked to the barrel of course, and the barrel is linked to the corrseponding turret.)



To be precise : I want 4 independent turrets. Thats all.. basically..
Mithril is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 11-24-2003, 11:48 AM   #2 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: England
Posts: 228
Send a message via ICQ to Shadow Send a message via AIM to Shadow Send a message via MSN to Shadow Send a message via Yahoo to Shadow
Default

Got an OverlordContain module in there yet?

I always thought that you could only include a single OCL Turret on a unit, someone did manage to make an overlord supported on four Battlemasters (all with working turrets) at one point by making several entries for the same object in different ini files, maybe you could try searching for that (can't remember the topic title unfortunately)
Shadow is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 11-24-2003, 12:55 PM   #3 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: UK
Posts: 704
Send a message via MSN to Mithril
Default

Yep, I know that thread. Its called just for fun: china super tank.


I've read it a zillion times and tried that technique as well, but, of course, nothing worked.


I also have an overlord contain module, I tried adding only one turret, same problem.


Thanks for the answer anyway...
Mithril is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 11-24-2003, 07:03 PM   #4 (permalink)
Senior Member
 
Join Date: Jun 2003
Location: Texas
Posts: 709
Send a message via ICQ to Vanguard Send a message via AIM to Vanguard Send a message via MSN to Vanguard Send a message via Yahoo to Vanguard
Default

You have to make the turrets a seperate object that get added by a grant upgrade and then they should work.
Vanguard is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 11-25-2003, 05:38 AM   #5 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: UK
Posts: 704
Send a message via MSN to Mithril
Default

Thanks for the answer (anyway)


I did that. Heres the code from my battleship:

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE

Body = ActiveBody ModuleTag_02
MaxHealth = 11000.0
InitialHealth = 11000.0
End

Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec
ControlledWeaponSlots = SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL HeavyShipLocomotor


Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
OrientLikeContainerOnExit = Yes
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
End

Behavior = PhysicsBehavior ModuleTag_14
Mass = 50.0
End

Behavior = ObjectCreationUpgrade ModuleTag_32
UpgradeObject = OCL_ChinaAddonTurret1
TriggeredBy = Upgrade_ChinaAddonTurret1
End

Behavior = GrantUpgradeCreate ModuleTag_43
UpgradeToGrant = Upgrade_ChinaAddonTurret1
ExemptStatus = UNDER_CONSTRUCTION
End



I wonder how people do it the right way...
Mithril is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 11-25-2003, 06:56 AM   #6 (permalink)
Senior Member
 
Join Date: Dec 2002
Posts: 1,031
Send a message via ICQ to Phoib Send a message via MSN to Phoib
Default

For Zero Hour, you should use this code:

Code:
  Behavior = OverlordContain ModuleTag_OverlordContain
    Slots                 = 1
    DamagePercentToUnits  = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PayloadTemplateName        = CarriedWeaponObject
    ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
  End
It's a copy and paste from the Avenger, but works. Problem is, I've only succeeded in getting this to work once. If someone would get it to work more times, then you hit the big jackpot (Directional armor, ships with a gazillion weapons, planes that can be shot to pieces etc)
Phoib is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 11-26-2003, 10:47 AM   #7 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: UK
Posts: 704
Send a message via MSN to Mithril
Default

Thanks for the answer phoib.


That directional armor idea is a brilliant one.
It would make things a lot lot more realistic..


But to get back to the original problem: I do not have zero hour.

I've tried adding the two turrets by making a new INI with the same object name and it half works.
That means that all 4 turrets turn but only two of them actually fire, for some no apparent reason.

(I guess its because the turrets parameters are somehow "overridden" when they are implemented again by adding the new ini to the OBJECT folder)


I guess I just have to figure out how this works, I think I will try to make the projectile invisible and just simulate some firefx's...


Getting that code to work multiple times is a problem. This problem has a magnitude that is equal to the navalyard problem.
I do believe it is possible, though. After all, there are still the american drones to experiment with (maybe giving them a 0.0000000000001 locomotor and then applying the same overlord contain module to it, and then doing the same to ITS subobject..)


But anyways, I've got to get this 4 turreted battleship to work first before I experiment with anything else..
Mithril is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 11-27-2003, 07:52 PM   #8 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

My mech only has a single turret (his waist) but Ive put two independant anti-air missile launchers on his top.The missile launchers are a single object with two turrets.

I dont use any upgrade to create the missile launchers, the overlordcontain module supports the "InitialPayload = " parameter.

I also noticed you have "PassengersInTurret = Yes".If you want the turrets to be independant, you will need to set it to "No", otherwise the contained object will turn with host objects turret/s.

Im pretty sure contained objects that dont ride in turret retain their world alignement (dont turn with the host object, which is not what you want) so you will probably need to put "AttachToBoneInContainer = " under the Draw tag for the contained object.

There may be another way, something I havent gotten around to trying yet is giving a unit parking place behaivour.......
key0p 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
# of turrets?? RedLeader Generals & Zero Hour Editing 30 10-16-2004 04:29 AM
Turrets muxec Generals & Zero Hour Editing 1 09-01-2004 02:56 PM
2 turrets Azan Red Alert 2 & Yuri's Revenge Editing 3 07-31-2004 04:31 AM
== IFV Turrets == Infraid Red Alert 2 & Yuri's Revenge Editing 3 07-03-2004 10:20 AM
Insane ?'s jop7821 Generals & Zero Hour Editing 7 11-21-2003 11:03 AM


All times are GMT -4. The time now is 10:31 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.