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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 05-15-2004, 10:35 PM   #1 (permalink)
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Default My turret won't turn.

I used overlord logic to build a machine gun on a tank. Finally got it to work but the turret won't target anything. Just shoots straight. I exchanged the gattling from the overlord which rotates nicely on the overlord. Still shoots straight so it's not the model. The only other thing there is is the FIREPOINT bone. That's there, any suggestions?
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Old 05-16-2004, 04:36 AM   #2 (permalink)
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Does your base object have a TransportAIUpdate? And is the machine gun on the tank's turret? If not then you may want to turn "PassengersInTurret" to "No"
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Old 05-16-2004, 07:58 AM   #3 (permalink)
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I have the opposite trouble, i want the 6 pounders on my Mk V and A7V model to only fire forwards but at the moment they fire omnidirectionally
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Old 05-16-2004, 10:25 AM   #4 (permalink)
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base object does have transport module and my machine gun is on the turret so it is set to yes. FIREPOINT01 bone is linked the the base turret. When I get time I will have to build it on the overlord in place of the gattling and see if it works there. THNX

Squire, I believe you can set the turret turning angle to 0 degrees to make it only shoot straight.
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Old 05-16-2004, 02:58 PM   #5 (permalink)
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how would i got about doing that? I'm quite new to this games coding. I have added a new missle type, button and stuff to the Scud but the techical parts still elude me

Thanks

Squire James
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Old 05-16-2004, 06:29 PM   #6 (permalink)
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Well the object that fires it must a turret. EVEN if it's not actually, designate it as a turret so you can set the turret swing to 0. Than the whole vehicle will turn to face the target to fire it's weapons. That means find the launcher on the model. Call it TURRET and set the pivot. Link it to the base, then open your units INI and use the TURRET logic to deisgnate your turet and somewhere in the turret coding (it's an AIUPDATE Module) You can set the turning angle to 0. See any tank INI for AIUpdate Module.
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Old 05-22-2004, 02:34 PM   #7 (permalink)
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well, my first turret turns and shoots, as does my second, but my third doesn't.

i have a model with a turret, a firepoint bone where another turret is create, this works fine. but i need more indepented turrets, so i decided to add a firepoint bone to the model of the second turret, and added a third attached to the firepoint bone of the second. i see the turret, but i doesn't turn and doesn't shoot. the code for the second is copy of the first (except the name and the turret creation part).

anyone a clue?
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Old 05-22-2004, 02:54 PM   #8 (permalink)
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Hard coding may prevent this. But anyway this was a thread for my prob not everyone else to ask me. I don't mind too much though but I still have the same prob. Even though the pivots points are set, they do not turn. You at least got your second turret to target, mine doesn't. Mmmmm

I believe in your case your 2nd turret is an object that does not have a commandset to activate the placement of the 3rd. If your 3rd turret upgrade is on the commandset of the main object how will it know which FIREPOINT01 to build from. Unless you also name a FIREPOINT02 and use that on the 3rd object, though I still don't believe it will work.

I would use another upgrade that adds a new model of both the 2nd turret and the 3rd in one upgrade, put it on a commandset that is differant and use the commandeset upgrade also. That way when you build your 2nd turret it also changes the commandset to allow you to add the 3rd, make sense?

f you had already done this than state it when you post a prob cause we all don't know what you have already tried.
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Old 05-22-2004, 03:21 PM   #9 (permalink)
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sorry,
first i added some firepoint to my base object, then i coded an automatic update with added a turret to two of the firepoint, that worked, both turned and fired. but they attacked both the same target. so i tried the overlordcontainer and made two upgrades one ofr the first turret and one for the second. the second one got ignored completely, no turret model. so i tried the following add and overlordcontain with the payloadtemplate of one turret attachtoboneincontainer firepoint01 of the base object. and create a second turret in the same way on top of the first turret added. to do that i added a firepoint01 to the model of the first turret. so now i see two attached turrets to my model, but only the first one turns and shoots.

is your mg a model of its own?
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Old 05-22-2004, 03:34 PM   #10 (permalink)
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Yes my MG is seperate model. I have no clue what you did. If you had a model that was autoupdate than you should have just created your model with 2 turrets. TURRET and ALT_TURRET. That should have taken care of the 1st two. Unless hardcode prevents a turret being on a turret, another discussion thread here, than only one overlord logic upgrade was neccessary. Unless I missunderstood you, than I am sorry.
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