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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 08-05-2004, 08:24 PM   #1 (permalink)
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Location: England
Posts: 158
Default SMALL CODE, BIG PROBLEM

***for generals***
its quite simpel, i got a tank made with 2 turrets, one main turret, with a big cannon and 2 missile pods and a second turret with a small machine gun, (MODEL), i name the first turret Turret01 and the second turret Turret02, i want my first turret to fire a primary, secondary and a tertiary gun and my second turret, to fire a small machine gun, it will not load up, and there is no problem with the model its 100% so its my code somewhere, generals itselt will not load up, the error message reads "sorry, a serious error occured" (the model is perfectly boned too)

Code:
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY TurretMS
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY TurretFX
      WeaponLaunchBone    = PRIMARY TurretMS
      WeaponFireFXBone    = SECONDARY WB
      WeaponLaunchBone    = SECONDARY WB
      WeaponFireFXBone    = TERTIARY WC
      WeaponLaunchBone    = TERTIARY WC
	AltTurret           = Turret02
      WeaponFireFXBone    = PRIMARY TM2
      WeaponMuzzleFlash   = PRIMARY TF2
      WeaponLaunchBone    = PRIMARY TM2
    End
This is the weapons info
Code:
WeaponSet
    Conditions           = None 
    Weapon               = PRIMARY PaladinTankGun
    Weapon               = SECONDARY MissileDefenderMissileWeapon
    Weapon	               = TERTIARY MissileDefenderMissileWeapon
  End
  AltWeaponset
    Conditions           = None 
    Weapon               = PRIMARY TechnicalCannonWeapon
  End
I could not find a unit in genrals that fires more then 3 weapons so i thought 2 turrets might make it possible, (i also found no unit in generals with 2 turrets ) any ideas, or help
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Old 08-05-2004, 08:28 PM   #2 (permalink)
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Default

You can't have more than three weapons on a vehicle in that manner.

Although I think u can add a turret in the same fashion as an Overlord gattling tower to gain the same effect

(and upgrade spawned on being built)
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Old 08-05-2004, 08:31 PM   #3 (permalink)
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you lost the end of Turret01
Code:
   Turret              = Turret01
      WeaponFireFXBone    = PRIMARY TurretMS
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY TurretFX
      WeaponLaunchBone    = PRIMARY TurretMS
      WeaponFireFXBone    = SECONDARY WB
      WeaponLaunchBone    = SECONDARY WB
      WeaponFireFXBone    = TERTIARY WC
      WeaponLaunchBone    = TERTIARY WC
   End
   AltTurret           = Turret02
      WeaponFireFXBone    = PRIMARY TM2
      WeaponMuzzleFlash   = PRIMARY TF2
      WeaponLaunchBone    = PRIMARY TM2
    End
and there is not AltWeaponset in the game
Code:
  AltWeaponset
    Conditions           = None
    Weapon               = PRIMARY TechnicalCannonWeapon
  End
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Old 08-05-2004, 08:58 PM   #4 (permalink)
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it was
AltWeaponset
Conditions = None
Weapon = PRIMARY TechnicalCannonWeapon
so is there a way if useing the second turret?
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Old 08-05-2004, 09:28 PM   #5 (permalink)
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can a tank only fire 3 wepons full stop no matterwhat???
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Old 08-05-2004, 09:36 PM   #6 (permalink)
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as Ambershee said before, please take a look at Overlord gattling tower.
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Old 08-06-2004, 08:54 AM   #7 (permalink)
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Totally Overlord code, that's why they have to to get around this problem. Make it an upgrade and grant it instanly. Opens all kinda doors once you code it correctly.
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Old 08-13-2004, 05:36 AM   #8 (permalink)
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Default

You can make 1 weapon with the 2 missiles

If the 2 missiles are the SECONDARY WEAPON, you can do that
Quote:
WeaponFireFXBone = SECONDARY WB
WeaponLaunchBone = SECONDARY WB
And in the W3D File, rename 'WB' and 'WC' into WB01 and WB02...
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