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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 01-11-2005, 12:30 AM   #1 (permalink)
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Default working turret! and problems...



by using TransportContain and InitialPayload,i've created a tank with turret.it rotate and fire like tanks in generals.but there still are some problems:
1.the barrel can't recoil.maybe using animation can simulate that.
2.i don't know if the chassis can get experience while turret killing enemy...

3.this one is about Models.as you can see,the tank don't have 3D shadow,though i gave it Shadow = SHADOW_VOLUME.and the building at top left corner don't have 3D shadow too...do anyone know how to fix this?
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Old 01-11-2005, 05:06 AM   #2 (permalink)
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No, it doesnt give the tank experience.

The recoil would be something you'd have to animate, and EA will get correct turrets ingame mid-february.
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Old 01-11-2005, 08:23 PM   #3 (permalink)
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This is just thinking aloud, but the overlord technique still relied on the turret code as the gatling just set itself as its turret. How did you do it? Did you give the object a locomotor with no speed yet a turnspeed? Or did it just automatically turn to seek its targets? Also DependencyDraw and AttachToBoneInContainer do not exist...
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Old 01-11-2005, 11:01 PM   #4 (permalink)
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the turret automatically turn to seek its targets.and PassengerBonePrefix works in almost all Contain codes.

and still no one can fix the shadow problem?i even tried import BFME model to GMAX then just export it,it still don't have 3D shadow...
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Old 01-11-2005, 11:29 PM   #5 (permalink)
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Ya, I figured it out. After several hours I realised this one line of code:
Code:
   ExtraPublicBone = TURRETPOS
made all the difference in the world :/
Ya, the shadow problem is weird. Check the buildings, they cast shadows. Even vehicles with SHADOW_VOLUME don't cast shadows. Seems they took some steps back with BFME o_O
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