
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:

