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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 07-19-2006, 07:24 AM   #1 (permalink)
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Default AIUpdateInterface Module

Code:
  Behavior                  = AIUpdateInterface ModuleTag_AI
    Turret
      TurretTurnRate        = 180
      ControlledWeaponSlots = PRIMARY
;      TurretPitchRate       = 180
;      AllowsPitch           = Yes
      FiresWhileTurning     = Yes
;      NaturalTurretPitch    = 45
;      GroundUnitPitch       = 0
;      MinPhysicalPitch      = -20
;      MinIdleScanInterval   = 250
;      MaxIdleScanInterval   = 250
;      MinIdleScanAngle      = 0
;      MaxIdleScanAngle      = 360
;      RecenterTime          = 0
    End

    AltTurret
      TurretTurnRate        = 180
      ControlledWeaponSlots = SECONDARY TERTIARY
;      TurretPitchRate       = 180
;      AllowsPitch           = Yes
      FiresWhileTurning     = Yes
;      NaturalTurretPitch    = 45
;      GroundUnitPitch       = 0
;      MinPhysicalPitch      = -20
;      MinIdleScanInterval   = 250
;      MaxIdleScanInterval   = 250
;      MinIdleScanAngle      = 0
;      MaxIdleScanAngle      = 360
;      RecenterTime          = 0
    End

    AutoAcquireEnemiesWhenIdle = Yes Stealthed
;    MoodAttackCheckRate        = 250
    TurretsLinked              = No
  End
Are there any info about those commented lines?

TurrentsLinked <- allows each turret to fire different target at the same time?
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Old 07-19-2006, 08:58 AM   #2 (permalink)
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TurretPitchRate, the speed the turret pitches (aims up/down)
AllowsPitch, if the turret can pitch (aim up/down)
NaturalTurretPitch, what angle it pitches at as default
GroundUnitPitch, not sure
MinPhysicalPitch, not sure
MinIdleScanInterval, the minimal time to wait to start randomly turning around
MaxIdleScanInterval, the maximum time to wait to start randomly turning around
MinIdleScanAngle, not sure
MaxIdleScanAngle, not sure
RecenterTime, not sure exactly, could be how long it takes to recenter, or how long to wait until it automatically recenters, i belive its the later
MoodAttackCheckRate, not sure
TurretsLinked, not sure, interesting though
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Old 07-19-2006, 10:38 AM   #3 (permalink)
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thanks.
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Old 07-19-2006, 11:06 PM   #4 (permalink)
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GroundUnitPitch -> not sure
MinPhysicalPitch -> minimum pitch that the turret can go; may also be max (not sure on that though)
MinIdleScanAngle -> not sure; minimum angle that the Idle Scan will do
MaxIdleScanAngle -> not sure; maximum angle that the Idle Scan will do
RecenterTime -> the time in msec that it takes for a turret to face its default position after attacking
MoodAttackCheckRate -> time in msec that the unit checks for nearby enemies to attack
TurretsLinked -> turrets attack the same target (e.g. Battleships)

Idle Scan makes the turret just randomly move around as if the unit is on patrol or something if I remember correctly. See sentry drone and strategy center's turret.
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Old 07-20-2006, 06:55 AM   #5 (permalink)
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thanks.

is the AllowPitch, set to NO by default?
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Old 07-20-2006, 09:33 AM   #6 (permalink)
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I believe so.
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Old 07-22-2006, 12:58 AM   #7 (permalink)
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for TurretTurnRate, is smaller the number the faster it turns?
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Old 07-22-2006, 01:27 AM   #8 (permalink)
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Im thinking its the opposite, larger the number the faster it turns...
Of course I uninstalled ZH and Generals again...soo... :|
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Old 07-22-2006, 07:55 AM   #9 (permalink)
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It is measured in Degrees/Sec. So a value of 360 means it can make a full rotation every second. Higher == faster.
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Old 07-23-2006, 06:39 AM   #10 (permalink)
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another question, this module can't be place below other modules?

i get error when I place this module below other module except for Body. is that normal?
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