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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 07-11-2004, 05:40 PM   #1 (permalink)
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Default Bones for an upgrade replacing turret?

I can't gather anything from the Scorpion, it's such a mess. How do I bone a tank with one turret and one upgrade turret that should replace the former? I see the code in the GLA tanks, but I can't figure out the bones...
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Old 07-11-2004, 06:01 PM   #2 (permalink)
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the humvee does it, between normal and missle,
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Old 07-11-2004, 06:46 PM   #3 (permalink)
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link the second turret to the tank in the same way that the default turret is linked, with 'select and link' tool

In the default conditionstate, you hidesubobject the second turret, and in the weaponset upgrade conditionstate, you hidesuboject the default turret and showsubobject the second turret.

If the new turret has the end of its muzzle in a different place or more barrels etc, then you can also define the new weaponlaunch bones etc in the condtionstates.
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Old 07-11-2004, 07:26 PM   #4 (permalink)
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If you hide subobject is it safe to assume you still get hit with the total poly count of all subobjects?
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Old 07-11-2004, 07:44 PM   #5 (permalink)
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Excellent! Worked all fine and now I have a cute little Chinese light tank that can be upgraded into a tank destroyer (inspired by the Type 89 tank destroyer)

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