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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 03-17-2006, 01:16 PM   #1 (permalink)
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Default RiderChangeContain and Turret???

I'm planning on building a hovering cliffjumping humvee kind of scoutvehicle that can change its weapons and weapon appearance based on the infantry unit that enters it. Like the gla combatbike but with the difference that it has a turret.
Meaning that:

ranger = Rider 1 => turret is like a heavy gun implacement
missiletrooper = Rider 2 => turret is like a dual missile launcher
Sniper = Rider 3 => turret is like a Barnet .50 Call Rifle

I've taken a look at the GLACombatBike code and it has an aiupdateinterface where the turret is defined. So i gues i can make a turnable turret.

Now im wondering the following:

1 If the turret starts turning will the "rider" turn with the turret or just stay in its original position?

2 Can u link the rider to the turret object so he turns with it?

3 As a last resort when the above doesnt work can u make it like the RA2 IFV and only display a integrated turret and dont show the Rider( like a dummy model while inside but return to right infantrymodel on exit)?

I hope someone can give me a push in the right direction with this, it will save me a lot of time if I know what can be done so I can adjust the model properly before I have to restart from scratch!

Tx in advance
DS
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Old 03-17-2006, 08:02 PM   #2 (permalink)
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Default

I would imagine that to be possible. After all, the riders you see on the Combat Bike are visible fluff, and thus don't need to look like the rider at all. The only limitation I can imagine is the fact that all the turrets would share the same turn rate and pitch properties, which could be a problem if you want one turret to rotate fast and another to rotate slowly.
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Old 03-25-2006, 05:15 AM   #3 (permalink)
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You have a wrong understanding of how the rider logic works.
It is nothing more then a special case of a container. As a result, the rider is stored as a data list, so there is no physical object stored inside. That's just a visual trick they play on you..

However, a number of things can be changed using the riders logic :

- The visual appearance with the conditionstates : you can assign a different model to each of the riders. In your case you just need to make 3 different units that reflect the armament change.

-Each rider is assigned :
a modelcondition
a weaponset flag
an object status bit
a commandset override
a locomotor

As a result you can assign a different weapon to each rider. This , combined with a changed riders condition, will give the illusion you swap turrets/weapons.

As said, the only limitation on using this is that the basic properties (vision, health, turret properties, etc) of your unit stay the same, because in fact it stays the same unit. The model changes are only visually.
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