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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 07-15-2005, 08:40 AM   #1 (permalink)
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Posts: 42
Default I hate this ... turret!!!![solved]

after 3 hours of switching between Zero Hour and my Desktop i come to you with my problem. Maybe you can help me?

Iīve downloaded a new tank and edited it to into Zero Hour. Looks very nice, it can be built , it drives around, anything seems to be ok but for an unknown reason the tank canīt rotate his Mainturret???!!! If my tank attacks an enemy the turret will stay in the same position and the shot hits the enemy, but the turret doesnīt move :tard:

Maybe you can help me here is the code of my tank:

Code:
; art parameter
...
...

  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = M1A2Abrams
      Turret              = Turret01
      TurretPitch = TurretEL
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = REALLYDAMAGED
      Model               = M1A2Abrams_d
      Turret              = Turret01
      TurretPitch = TurretEL
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = RUBBLE
      Model               = M1A2Abrams_d
      Turret              = Turret01
    End

    TrackMarks           = EXTnkTrack.tga
    TreadAnimationRate      = 2.0 ; texture to move per second
    TreadDriveSpeedFraction = 0.3 ; treads stop moving.
    TreadPivotSpeedFraction = 0.6 ; allow pivoting.
  End
...
...
; Design parameter

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY Boss_M1A2Tankgun
    Weapon = SECONDARY Boss_20mmCannonWeapon
  End
  WeaponSet
    Conditions = PlAYER_UPGRADE
    Weapon = PRIMARY Boss_M1A2TankgunUpgrade
    PreferredAgainst    = PRIMARY     VEHICLE STRUCTURE
    Weapon = SECONDARY Boss_20mmCannonWeapon
  End

...
...

; engeneering paramter

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 60   ; turn rate, in degrees per sec
      AllowsPitch = Yes
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End

...
...
I hope you can help me :/
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Old 07-15-2005, 09:08 AM   #2 (permalink)
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The turret isn't assigned properly, or exported correctly, you should go into RenX and check what the correct name for the turret is, or if the name is correct reexport it correctly.
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Old 07-15-2005, 09:31 AM   #3 (permalink)
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who made that model because i recognise the model name
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Old 07-15-2005, 09:41 AM   #4 (permalink)
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Default

Credit goes to:
IDF For Making the Original Model.
Thanks To Topknot for retouching the model and making it Generals Ready
This Has Been Textured "skinned" By Yayo01.

@HorseAss
If iīve the corrct name for the turret than i put this name into :

Model = M1A2Abrams
Turret = XXXXXXXXXXx --> here???
TurretPitch = TurretEL

is that correct?

EDIT: here is a view from w3d viewer and the name of the turret is TURRET only the machinegun is named by TURRET02



i know poor quality
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Old 07-15-2005, 11:08 AM   #5 (permalink)
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Im Yayo01 i skinned that tank well here's the right code to make the turret turn

Code:
  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = M1A2Abrams
      Turret              = TURRET
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponLaunchBone    = PRIMARY Muzzle
    End    

    ConditionState = REALLYDAMAGED
      Model               = M1A2Abrams_d
      Turret              = TURRET
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = RUBBLE
      Model               = M1A2Abrams_d
      Turret              = TURRET
    End

    TrackMarks           = EXTnkTrack.tga

    TreadAnimationRate      = 2.0 ; texture to move per second
    TreadDriveSpeedFraction = 0.3 ; treads stop moving.
    TreadPivotSpeedFraction = 0.6 ; allow pivoting.

  End
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Old 07-15-2005, 01:49 PM   #6 (permalink)
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according to this thread.

it would be helpful, if everybody who has made a model also makes a readme file where he can post the full art tag preferably or the most important bone names for the user...
some people do that but not all yet.
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Old 07-15-2005, 03:21 PM   #7 (permalink)
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i have a somewhat similiar problem, i made a new unit [called the s-t-a-l or the Surface to Air Launcher] and it basically is just a p.o.w. truck with 3 patriot battories mounted on the top. When it shoots, the missiles do come from about the right place, but the patriot battery's launching part doesnt look towards the enemy, it just stays stationary in one place, while missile fly out and go to wherever they need to.
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Old 07-15-2005, 08:05 PM   #8 (permalink)
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You can't have three turning turrets that all turn on their own access that are all on one model, make one of them a seperate object, then attach it like the Avenger attaches it's own turret.
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Old 07-16-2005, 12:04 AM   #9 (permalink)
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oooh
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Old 07-16-2005, 02:48 AM   #10 (permalink)
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wow yayo, right answer at the right time with my credit to...nice tank!

But unfortunately im not satisfied coz the TURRET02 .. the machinegun only works with the same direction like the mainturret but in reality the machinegun is rotateable independet from the mainturret.

@ Yayo01 is that possible? Here is my try but its crashed that why i uncomment it ;;;;;;;;

Code:
;Artparameter

Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = M1A2Abrams
      Turret              = TURRET
      TurretPitch 	  = TurretEL
      ;AltTurret           = TURRET02
      ;AltTurretPitch      = TurretEL;02
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY BARREL
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      ;WeaponFireFXBone    = SECONDARY Muzzle
      ;WeaponMuzzleFlash   = SECONDARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model               = M1A2Abrams_d
      Turret              = TURRET
      TurretPitch	  = TurretEL
      ;AltTurret           = TURRET02
      ;AltTurretPitch      = TurretEL;02
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponLaunchBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY BARREL
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      ;WeaponFireFXBone    = SECONDARY Muzzle
      ;WeaponMuzzleFlash   = SECONDARY MuzzleFX
    End

    ConditionState = RUBBLE
      Model               = M1A2Abrams_d1
      Turret              = TURRET
      AltTurret           = TURRET02
    End

    TrackMarks           = EXTnkTrack.tga
    OkToChangeModelColor = Yes
    TreadAnimationRate      = 2.0 ; texture to move per second
    TreadDriveSpeedFraction = 0.3 ; treads stop moving.
    TreadPivotSpeedFraction = 0.6 ; allow pivoting.
  End
...
...
  ; ***DESIGN parameters ***
...
  WeaponSet
    Conditions = None 
    Weapon 		= PRIMARY Boss_M1A2Tankgun
    PreferredAgainst    = PRIMARY INFANTRY STRUCTURE VEHICLE
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon 		= SECONDARY Boss_20mmCannonWeapon
    PreferredAgainst    = SECONDARY INFANTRY
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  End
  WeaponSet
    Conditions = PlAYER_UPGRADE
    Weapon 		= PRIMARY Boss_M1A2TankgunUpgrade
    PreferredAgainst    = PRIMARY INFANTRY STRUCTURE VEHICLE
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon 		= SECONDARY Boss_20mmCannonWeapon
    PreferredAgainst    = SECONDARY INFANTRY
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  End
...
...

  ; *** ENGINEERING Parameters ***
...
...
  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 60   ; turn rate, in degrees per sec
      TurretPitchRate = 20
      AllowsPitch = Yes
      RecenterTime = 4000
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End

;  Behavior = AIUpdateInterface ModuleTag_03
;    Turret
;      TurretTurnRate = 100 ; 180
;      TurretPitchRate = 45 ; Neu
;      AllowsPitch = Yes ; Neu
;      RecenterTime = 3500 ; Neu
;      ControlledWeaponSlots = PRIMARY
;    End
;    AltTurret ; Neu
;      TurretTurnRate = 240 ; Neu
;      TurretPitchRate = 180 ; Neu
;      AllowsPitch = Yes ; Neu
;      RecenterTime = 1000 ; Neu
;      ControlledWeaponSlots = SECONDARY
;    AutoAcquireEnemiesWhenIdle = Yes
;    TurretsLinked = No
;  End
...
...
One last question: One of my models a Bradley is atouch to big. Is it possible to make it smaller in his INI????
Code:
  Geometry               = BOX
  GeometryMajorRadius    = 20.0
  GeometryMinorRadius    = 14.0
  GeometryHeight         = 12.0     
  GeometryIsSmall        = Yes
The code from my Altturret is from my "proudofchina" model

Maybe someone know THIS:

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