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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 12-04-2004, 12:28 PM   #1 (permalink)
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Default Spawning OCLs

Right,I have a tank as shown in the below diagran:



That, as you can see, is an expertly drawn diagram. At the front is a turret, and this works fine. What I need is the four machine guns at the sides of the tank to fire independently.

I would assume this is done by spawning invisible OCL's that fire from those positions - however, I do not know how to specify in the code where the OCLs will spawn. I assume it is either points on the model, or coordinates given in the code.

How do I go about doing this?
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Old 12-04-2004, 04:14 PM   #2 (permalink)
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Actually look to the infamous Overlord code. Than you're not limited to 2 turrets. Make them a standard upgrade like the overlord but grant the upgrade right away like the USA Command Center radar. That should do it.
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Old 12-04-2004, 04:20 PM   #3 (permalink)
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Well what he needs is 5 turrets, and AFAIK you can only have 4 - 2 on the main unit and 2 on an overlord-style upgrade.
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Old 12-04-2004, 04:34 PM   #4 (permalink)
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Why not add more than one upgrade? One for each turret. I see no limit on that as I've seen Overlords built on top of each other using this method. Four FIREPOINTS, four upgrades, and four grant upgrades.
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Old 12-04-2004, 04:34 PM   #5 (permalink)
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But what dictates where they spawn - firepoints? The overlord code ( if i remember rightly ) just tells them to spawn, but does not specify the location. What dictates the location? If it spawns at a set bone, then surely there is a command when spawning the OCL to specify which bone it spawns on.
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Old 12-04-2004, 05:40 PM   #6 (permalink)
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the bone that it is attached to is determined in the code of the overlord style turret... you need this piece of code
Code:
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = X
also, you don't really need an upgrade to do this, just this
Code:
  Behavior = OverlordContain ModuleTag_Gunner 
    Slots                      = X
    DamagePercentToUnits       = 100%
    AllowInsideKindOf          = PORTABLE_STRUCTURE
    PassengersAllowedToFire    = Yes
    PassengersInTurret         = Yes 
    ExperienceSinkForRider     = Yes 
    PayloadTemplateName        = X
  End
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Old 12-05-2004, 06:29 AM   #7 (permalink)
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The FIREPOINT bone on the overlord model, can be FIREPOINT01, FIREPOINT02, and so on...
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Old 12-05-2004, 07:43 AM   #8 (permalink)
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ah right. I'll have to get the modeller to add the bones O_o

Cheers for your help guys ^_^
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