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

Forum Info
Forum Members: 18,537
Total Threads: 8,626
Posts: 94,205

Administrators:
DeeZire, Redemption

There are currently 133 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 01-05-2008, 08:26 PM   #1 (permalink)
Super Moderator
 
BlueLightning2K6's Avatar
 
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it
Posts: 121
Unhappy Rotating Turret Code

I created an artillery unit for the laser general, but the turret is fixed when the unit attacks. The unit doesn't rotate, so the beam is shooting from every direction around the base of the unit.
Here is the code for the laser artillery:

Object Lazr_AmericaVehicleTomahawk
SelectPortrait = SALzrArt_L
ButtonImage = SALzrArt
UpgradeCameo1 = Lazr_Upgrade_AmericaBattleDronePaladin
UpgradeCameo2 = Upgrade_AmericaScoutDronePaladin
UpgradeCameo3 = Upgrade_AmericaHellfireDronePaladin
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_AmericaCompositeArmor
Draw = W3DTankDraw ModuleTag_01
ExtraPublicBone = Laser
ConditionState = NONE
Model = AVLzrArt
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponLaunchBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TurretFX01
End
ConditionState = REALLYDAMAGED
Model = AVLzrArt_D
Turret = Turret01
AltTurret = Laser
WeaponFireFXBone = PRIMARY TurretMS
WeaponLaunchBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TurretFX01
End
ConditionState = RUBBLE
Model = AVLzrArt_D
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponLaunchBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TurretFX01
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0
TreadDriveSpeedFraction = 0.3
TreadPivotSpeedFraction = 0.6
OkToChangeModelColor = Yes
End
DisplayName = OBJECT:Tomahawk
Side = AmericaLaserGeneral
EditorSorting = VEHICLE
TransportSlotCount = 2
EnergyProduction = -1
WeaponSet
Conditions = None
Weapon = PRIMARY LaserArtWeapon
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1200
BuildTime = 1.0
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Lazr_AmericaWarFactory
End
ExperienceValue = 100 100 200 400
ExperienceRequired = 0 200 300 600
IsTrainable = Yes
CrusherLevel = 2
CrushableLevel = 2
CommandSet = Lazr_AmericaVehicleTomahawkCommandSet
VoiceSelect = TomahawkVoiceSelect
VoiceMove = TomahawkVoiceMove
VoiceGuard = TomahawkVoiceMove
VoiceAttack = TomahawkVoiceAttack
VoiceDefect = TomahawkVoiceCreate
SoundMoveStart = TomahawkMoveStart
SoundMoveStartDamaged = TomahawkMoveStart
UnitSpecificSounds
VoiceCreate = TomahawkVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = TomahawkVoiceCrush
VoiceEnter = TomahawkVoiceMove
VoiceBombard = TomahawkVoiceAttack
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 180.0
InitialHealth = 180.0
SubdualDamageCap = 360
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 360
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TomahawkLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie
FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = SupW_OCL_AmericanPointDefenseDroneTomahawk
TriggeredBy = Lazr_Upgrade_AmericaBattleDroneTomahawk
ConflictsWith = Upgrade_AmericaScoutDroneTomahawk Upgrade_AmericaHellfireDroneTomahawk
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDroneTomahawk
TriggeredBy = Upgrade_AmericaScoutDroneTomahawk
ConflictsWith = Lazr_Upgrade_AmericaBattleDroneTomahawk Upgrade_AmericaHellfireDroneTomahawk
End
Behavior = ObjectCreationUpgrade ModuleTag_15
UpgradeObject = OCL_AmericanHellfireDroneTomahawk
TriggeredBy = Upgrade_AmericaHellfireDroneTomahawk
ConflictsWith = Lazr_Upgrade_AmericaBattleDroneTomahawk Upgrade_AmericaScoutDroneTomahawk
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1
End
Behavior = ExperienceScalarUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0
End
Behavior = DestroyDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = EjectPilotDie ModuleTag_13
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
End
Behavior = TransitionDamageFX ModuleTag_16
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = FXListDie ModuleTag_HijackerEmerge
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEject
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End

What needs to be changed so the turret can rotate?

Last edited by BlueLightning2K6; 01-05-2008 at 08:29 PM.
BlueLightning2K6 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-06-2008, 08:07 AM   #2 (permalink)
Junior Member
 
General_Subway's Avatar
 
Join Date: Apr 2007
Location: Dresden, Germany
Posts: 15
Send a message via ICQ to General_Subway
Default

Hi!

Is the turret in your model named "Turret01"? Check it in GMax or whatever you use.

Greets
General_Subway
General_Subway is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-11-2008, 08:47 PM   #3 (permalink)
Super Moderator
 
BlueLightning2K6's Avatar
 
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it
Posts: 121
Default

I fixed the turret problem. It now reads:
Object Lazr_AmericaVehicleTomahawk
SelectPortrait = SALzrArt_L
ButtonImage = SALzrArt
UpgradeCameo1 = Lazr_Upgrade_AmericaBattleDroneTomahawk
UpgradeCameo2 = Upgrade_AmericaScoutDroneTomahawk
UpgradeCameo3 = Upgrade_AmericaHellfireDroneTomahawk
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_AmericaCompositeArmor
Draw = W3DTankDraw ModuleTag_01
ExtraPublicBone = Laser
ConditionState = NONE
Model = AVLzrArt
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponLaunchBone = PRIMARY TurretMS
HideSubObject = TurretFX01
End
ConditionState = REALLYDAMAGED
Model = AVLzrArt_D
Turret = Turret01
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY TurretMS
WeaponLaunchBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TurretFX01
End
ConditionState = RUBBLE
Model = AVLzrArt_D
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponLaunchBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
HideSubObject = TurretFX01
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0
TreadDriveSpeedFraction = 0.3
TreadPivotSpeedFraction = 0.6
OkToChangeModelColor = Yes
End
DisplayName = OBJECT:LaserTomahawk
Side = AmericaLaserGeneral
EditorSorting = VEHICLE
TransportSlotCount = 2
EnergyProduction = -1
WeaponSet
Conditions = None
Weapon = PRIMARY LaserArtWeapon
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1000
BuildTime = 1.0
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Lazr_AmericaWarFactory
Object = Lazr_AmericaStrategyCenter
End
ExperienceValue = 100 100 200 400
ExperienceRequired = 0 200 300 600
IsTrainable = Yes
CrusherLevel = 2
CrushableLevel = 2
CommandSet = Lazr_AmericaVehicleTomahawkCommandSet
VoiceSelect = TomahawkVoiceSelect
VoiceMove = TomahawkVoiceMove
VoiceGuard = TomahawkVoiceMove
VoiceAttack = TomahawkVoiceAttack
VoiceDefect = TomahawkVoiceCreate
SoundMoveStart = TomahawkMoveStart
SoundMoveStartDamaged = TomahawkMoveStart
UnitSpecificSounds
VoiceCreate = TomahawkVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = TomahawkVoiceCrush
VoiceEnter = TomahawkVoiceMove
VoiceBombard = TomahawkVoiceAttack
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 180.0
InitialHealth = 180.0
SubdualDamageCap = 360
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 360
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TomahawkLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie
FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = SupW_OCL_AmericanPointDefenseDroneTomahawk
TriggeredBy = Lazr_Upgrade_AmericaBattleDroneTomahawk
ConflictsWith = Upgrade_AmericaScoutDroneTomahawk Upgrade_AmericaHellfireDroneTomahawk
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDroneTomahawk
TriggeredBy = Upgrade_AmericaScoutDroneTomahawk
ConflictsWith = Lazr_Upgrade_AmericaBattleDroneTomahawk Upgrade_AmericaHellfireDroneTomahawk
End
Behavior = ObjectCreationUpgrade ModuleTag_15
UpgradeObject = OCL_AmericanHellfireDroneTomahawk
TriggeredBy = Upgrade_AmericaHellfireDroneTomahawk
ConflictsWith = Lazr_Upgrade_AmericaBattleDroneTomahawk Upgrade_AmericaScoutDroneTomahawk
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1
End
Behavior = ExperienceScalarUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0
End
Behavior = DestroyDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = EjectPilotDie ModuleTag_13
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
End
Behavior = TransitionDamageFX ModuleTag_16
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = FXListDie ModuleTag_HijackerEmerge
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEject
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End

I have two questions: The laser still fires from the base of the unit (which doesn't make any sense since the cannon is ON the base, not under it). The weapon code is as follows:

Weapon LaserArtWeapon
PrimaryDamage = 150.0
PrimaryDamageRadius = 5.0
AttackRange = 200.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 9999
LaserName = Lazr_CrusaderLaserBeam
LaserBoneName = Muzzle01
FireFX = WeaponFX_AvengerPointDefenseLaser
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100
ClipSize = 1
ClipReloadTime = 800
ProjectileCollidesWith = STRUCTURES WALLS
End

The other question is how do I place the code I put down in this message into a scrolling window like the other members?
BlueLightning2K6 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-12-2008, 01:50 AM   #4 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 188
Default

Do you have a bone called Muzzle01 on your cannon model?

As for the code, make sure you are in full/advancxed editing mode in the reply window and then select you code and press the # icon to wrap it in code tags
beng is online now  
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



All times are GMT -4. The time now is 01:22 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.