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

Forum Info
Forum Members: 18,677
Total Threads: 8,795
Posts: 95,823

Administrators:
DeeZire, Redemption

There are currently 25 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 12-20-2003, 01:05 AM   #1 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 1,094
Send a message via ICQ to smurfbizkit Send a message via AIM to smurfbizkit Send a message via MSN to smurfbizkit
Default 1 Turret, 2 Barrels, 2 Weapons

Right now I have a tank that has 1 turret and 2 barrels on it...the thing is, I want each barrel to have a different weapon on it so when you click for it to fire on a unit, it fires 2 completely different weapons.

Quote:
WeaponSet
Conditions = None
Weapon = PRIMARY 128mmgunG
Weapon = SECONDARY 75mmAPgunG
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI ;NONE
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI ;NONE
End
Thats the code phoib had me try...but it didn't work, only the primary fired.

-I don't want to have the weapon work like the overlords gattling...
smurfbizkit is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-20-2003, 01:32 AM   #2 (permalink)
Junior Member
 
Join Date: Dec 2003
Posts: 1
Default

you do realize the US hummer has 1 turret with a machine gun and TOW launcher...right?


psssst, use that as an example
BuhamutZeo is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-20-2003, 01:46 AM   #3 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 1,094
Send a message via ICQ to smurfbizkit Send a message via AIM to smurfbizkit Send a message via MSN to smurfbizkit
Default

ah good stuff! leme try that out....

edit: nothing really usefull on the humvee to look off of :/

btw, the turret code is


Quote:
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 40 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
smurfbizkit is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-20-2003, 02:24 AM   #4 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 1,094
Send a message via ICQ to smurfbizkit Send a message via AIM to smurfbizkit Send a message via MSN to smurfbizkit
Default

did some tinkering...turns out this worked

Quote:
WeaponSet
Conditions = None
Weapon = PRIMARY 128mmgunG
Weapon = SECONDARY 75mmAPgunG ;GermanInfantryFlamethrowerFlamethrower ;75mmAPgunG
PreferredAgainst = SECONDARY INFANTRY STRUCTURE VEHICLE
; AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI ;NONE ; FROM_SCRIPT FROM_AI
; AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI ;NONE
End
smurfbizkit 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
Need help with some weapons!!! Incult_1985 Generals & Zero Hour Editing 5 01-08-2005 04:20 PM
Gas weapons XtremeNL Red Alert 2 & Yuri's Revenge Editing 6 05-24-2004 07:41 PM
2 weapons? Madfenix Generals & Zero Hour Editing 9 08-20-2003 04:54 AM
Attaching Barrels to turrets Syndicate Generals & Zero Hour Editing 4 06-13-2003 07:37 AM
turret and non- turret weapons Cartman Red Alert 2 & Yuri's Revenge Editing 5 02-23-2003 05:36 PM


All times are GMT -4. The time now is 12:25 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.