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| LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here. |
12-07-2004, 05:21 PM
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#1 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Search for the turret
Who can find any reference to turrets?
Best would be if someone puts the game.dat into a hexeditor and searches for the tag.
If the basic turret isnt there (And I really thought it would be) then all modern war mods are royally screwed.
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12-07-2004, 05:27 PM
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#2 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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Found it
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = RohirrimFunctions
AttackPriority = AttackPriority_Cavalry
Turret
TurretTurnRate = 360 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
End
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12-07-2004, 05:30 PM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Err...
Ok, RohanCavalry.
Code:
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = RohirrimFunctions
AttackPriority = AttackPriority_Cavalry
Turret
TurretTurnRate = 360 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
End
BUT:
Code:
AnimationState = FIRING_OR_PREATTACK_A MOVING TURRET_ANGLE_90
Animation = MoveAndFireBow
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKF
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A MOVING TURRET_ANGLE_180
Animation = MoveAndFireBow
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKH
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A MOVING TURRET_ANGLE_270
Animation = MoveAndFireBow
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKJ
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
AnimationState = FIRING_OR_PREATTACK_A MOVING
Animation = MoveAndFireBow
AnimationName = RURhrmArch_SKL.RURhrmArch_ATKD
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 20
End
You have turrets, but only limited to 4 positions? Like, WHAT THE FUCK??? :tard:
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12-07-2004, 05:37 PM
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#4 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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Hmm...that can't be right. I'm assuming they are using that as a way to make the Rohirrim actually aim their shots in the right direction when throwing spears/arrows etc. The 'turret' must therefore be able to aim in the direction of the unit, so it should just work normally. Maybe the art codes are 'rounding' so if it is between 45 and 135 degrees, it uses the TURRET_ANGLE_90 tag, etc.
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12-07-2004, 05:38 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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The turret never gets defined. Look to the unit? I dont see a turret=
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12-07-2004, 05:49 PM
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#6 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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Hmm... well, we'll find out for sure when a modder gets hold of the game and tests it  But seeing how careless they've been with leaving other stuff in, I doubt they would have taken turrets out :/
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12-07-2004, 05:50 PM
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#7 (permalink)
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Member
Join Date: May 2004
Posts: 73
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If they left something like that in there, maybe the Generals code is left over? I'm just grasping at nothing here, but I might as well hope.
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12-07-2004, 05:57 PM
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#8 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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I think what Phoib is concerned about (correct me if I'm wrong), is that there is no art setting for a turret in the ini files. In Gen, you had the Turret = TURRET01 or whatever line, there is nothing like that in the BfME inis. However, this could just be because there is nowhere where it is used, and not because it has been taken out.
If it has been taken out, I suggest we go on a witch hunt to the EA offices :devil:
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12-07-2004, 05:58 PM
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#9 (permalink)
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Member
Join Date: May 2004
Posts: 73
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yeah, that's what I meant. Maybe the art code is left over which lets you define turrets.
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12-07-2004, 06:06 PM
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#10 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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I just hope they were not so daft this time as to not include turret yaw limits.
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