logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,642
Total Threads: 8,744
Posts: 95,513

Administrators:
DeeZire, Redemption

There are currently 22 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 02-05-2006, 05:18 PM   #1 (permalink)
Junior Member
 
Join Date: Mar 2003
Location: USA
Posts: 24
Send a message via AIM to EvilTiki100 Send a message via MSN to EvilTiki100
Default Need a multiple turret example

Does anyone have a unit that has 3+ turrets that they could send to me so that I can figure out how to do it? I have tried a couple times before but I don't really know what to do. I have read about people who have done it before but I learn best through examples.
EvilTiki100 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-06-2006, 07:44 AM   #2 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
Default

The trick is, you can't ACTUALLY give a unit more then one turret, instead, you do it like the Overlord does it with the gattling turret upgrade, you simply spawn a seperate object inside the unit placed at a certain bone, its relatively simple, all it is, is an OCL upgrade (like the USA drone upgrades) except the OCL is set to spawn inside the unit (see the overlord upgrade OCLs), your unit must have the OverlordContain module though and you have to specify the bones for where you want the 'turrets' to be.

There are some problems with this though, you can't really control these turrets very well....
Waraddict is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-06-2006, 02:42 PM   #3 (permalink)
Junior Member
 
Join Date: Mar 2003
Location: USA
Posts: 24
Send a message via AIM to EvilTiki100 Send a message via MSN to EvilTiki100
Default

Ya I know that you have to do it by that method, I just want an example with more than 3 turrets.
EvilTiki100 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-06-2006, 07:09 PM   #4 (permalink)
Member
 
Join Date: Feb 2006
Location: Kidderminster
Posts: 72
Default

This might be of interest...

http://www.derelictstudios.net/forum...ST&f=6&t=12857
Mere_Mortal is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-07-2006, 03:18 PM   #5 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 144
Default

The battleship coding has pretty much most of what you are looking for.
Thinimus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-07-2006, 04:23 PM   #6 (permalink)
Senior Member
 
Join Date: Jun 2003
Location: Germany
Posts: 363
Send a message via ICQ to Dibelius
Default

yup. The battleship can use 2 (controllable) turrets with an alternative turret. Try this and for some more turrets you want to add use the Overlord logic. It's quite simple, just look at the avenger code: it uses the OverlordContain module tag, but don't need any upgrade. But keep in mind that u cant force-fire (control) these turrets. They always auto-choose targets.

NB: for the vehicle you MUST use the "W3DOverlordTankDraw" and for the extra turret object(s) the "W3DDependencyModelDraw" ModuleTags. If it's a flaying unit take a look at the Helix helicopter for more info.
Dibelius is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-08-2006, 05:39 AM   #7 (permalink)
Member
 
Join Date: Feb 2006
Location: Kidderminster
Posts: 72
Default

Is it possible to use a CommandSet to switch between the turrets? So when selecting a WeaponSlot it would use the relevant turret, so I'd have thought?

Something like this...

Code:
  Behavior = AIUpdateInterface ModuleTag_Turrets
    Turret
      ControlledWeaponSlots = PRIMARY ; SECONDARY TERTIARY ; valid?
    End
    AltTurret
      ControlledWeaponSlots = SECONDARY
    End
  ; Can any more be used? Or is this where you ask about 3+ turrets?
  End

  CommandSet CommandSet_SomeUnit
    1  = Command_SwitchToPrimary
    2  = Command_SwitchToSecondary
  End

  CommandButton Command_SwitchToPrimary
    Command                = SWITCH_WEAPON
    WeaponSlot              = PRIMARY
  End

  CommandButton Command_SwitchToSecondary
    Command                = SWITCH_WEAPON
    WeaponSlot              = SECONDARY
  End
Mere_Mortal is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-08-2006, 06:10 AM   #8 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

If you use a weapon switch like that, I don't see why it wouldn't work. Did you try it?
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-08-2006, 06:30 AM   #9 (permalink)
Member
 
Join Date: Feb 2006
Location: Kidderminster
Posts: 72
Default

I haven't got anything to test it on, but I could look into it.
Mere_Mortal is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-08-2006, 08:32 AM   #10 (permalink)
Member
 
Join Date: Feb 2006
Location: Kidderminster
Posts: 72
Default

It works alright

The BattleShip provides a perfect example. All that needs doing is giving it a Locomotor (consider BasicAmphibiousLocomotor), changing the KindOf and building it. A working Naval Factory would be a nice addition, it really doesn't make sense that thing coming out of a ConYard, it's huge!

Just for flavour, I made it a Hero :lol:

Oh, I think this is valid, so that you could have a specific weapon for one turret and another for both...

Code:
  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      ControlledWeaponSlots = PRIMARY TERTIARY
    End
    AltTurret
      ControlledWeaponSlots = SECONDARY TERTIARY
    End
  End
Mere_Mortal is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Multiple camouflages EchoMods.com Generals & Zero Hour Editing 45 01-19-2006 01:59 PM
Extra weapon set upgrades; multiple turret upgrade Accele Generals & Zero Hour Editing 4 09-20-2005 03:46 PM
Multiple Armoursets AntiSocialKindaGuy Generals & Zero Hour Editing 0 01-03-2005 08:29 PM
multiple upgrades? Jim-Bob Generals & Zero Hour Editing 2 07-14-2003 12:21 PM
turret and non- turret weapons Cartman Red Alert 2 & Yuri's Revenge Editing 5 02-23-2003 04:36 PM


All times are GMT -4. The time now is 05:15 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.