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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.

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Old 12-07-2004, 05:21 PM   #1 (permalink)
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Default 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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Old 12-07-2004, 05:27 PM   #2 (permalink)
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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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Old 12-07-2004, 05:30 PM   #3 (permalink)
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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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Old 12-07-2004, 05:37 PM   #4 (permalink)
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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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Old 12-07-2004, 05:38 PM   #5 (permalink)
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The turret never gets defined. Look to the unit? I dont see a turret=
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Old 12-07-2004, 05:49 PM   #6 (permalink)
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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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Old 12-07-2004, 05:50 PM   #7 (permalink)
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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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Old 12-07-2004, 05:57 PM   #8 (permalink)
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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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Old 12-07-2004, 05:58 PM   #9 (permalink)
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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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Old 12-07-2004, 06:06 PM   #10 (permalink)
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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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