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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 01-27-2005, 04:55 AM   #1 (permalink)
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Default Turret Problems

Right, I have a tank with two turrets, one on either side of the tank. Each can move 90 degrees - aiming forwards to aiming at right angles. The trouble is, the other turret also turns to aim at the same target. I need the turrets to fire independently of onea nother.

Therefore - is it necessary to create the turrets as OCLs to create the sort of independency I require above, or can it be done an easier way?
If done through OCLs, would one turret not then get priority ( as the OverlordGun gets priority over the GattlingGun when aiming to fire )?
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Old 01-27-2005, 06:10 AM   #2 (permalink)
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This is one of the biggest limitations of the engine. You can't limit the turn angle of a turret, at all. So I'm afraid you're stuck...
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Old 01-27-2005, 07:29 AM   #3 (permalink)
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1. youy need 2 weapons

Code:
WeaponSet
    Conditions           = None 
    Weapon               = PRIMARY CruiserDemoGun1
    Weapon               = SECONDARY CruiserDemoGun1
  End
2. in the AI update interface turn this to No

Code:
  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate     = 80
      TurretPitchRate    = 80
      FirePitch          = 12            ; Instead of aiming pitchwise at the target, it will aim here
      AllowsPitch        = Yes
      RecenterTime       = 5000       ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY
      NaturalTurretAngle = 180  ; this turret points backwards normally
    End
    AltTurret
      TurretTurnRate     = 80
      TurretPitchRate    = 80
      FirePitch          = 15          ; Instead of aiming pitchwise at the target, it will aim here
      AllowsPitch        = Yes
      RecenterTime       = 5000     ; how long to wait during idle before recentering
      ControlledWeaponSlots = SECONDARY
    End
    TurretsLinked = Yes :RIHT HERE CHANGE TO NO
  End
and they should act idependently, like Immo said they will turn comlely around
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Old 01-27-2005, 08:36 AM   #4 (permalink)
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Turdsocks. Is there nothing in weapon.ini that means that weapon will not fire outside a given angle ( as there is a pitch limit - why the hot flaps not for all axis )?
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