Generals doesn't seem to limit at how much angle you can turn your turret however you can limit its pitch angle. (Please correct me if Im wrong)
Meaning you can't make a tank with a large subobject on the rear because it would obstruct the cannon when the turret turns 180 degrees. (Well, you can make it but it would appear ridiculous when firing at that angle)
So why not use the turret pitch in place of the turret? I mean you can impose limits on the angle at how much the turret pitch rotates. What if you rotate your turret subobject on RenX/Gmax in a manner that its y-axis (axis normally used by the turret pitch) point on the z-axis (axis normally used by turret). And then use turret pitch in your .ini codes instead of regular turret.
Before I spend time testing that idea, can anyone here tell me if what I'm thinking is possible?
Strange, all this time I spend modeling I thought it was Local. I mean, when my subobjects in RenX has their local x-y-z's pointing differently than it should (let's just say a bone called muzzlefx) it would result in strange weapon firing behaviors in generals in-game (like the projectile going sideways even if the cannon is pointed straight) . I'm sure it is Local.
Anyway I am trying this idea now so I'll be sure to tell my results soon.
Muzzle bones are not turret bones, good luck though, I and many others have not been able to do it.Im pretty sure you will find that irrespective of the turrets alignment in renx, turret pitch and angle will be measured from the orientation of the unit.When both angles are 0, the turret will point directly forward from the unit.