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Tank shooting from invisible turret/ taking turns to shoot with turret
Captain Joined: 1/8/2017(UTC) Posts: 78
Was thanked: 4 time(s) in 4 post(s)
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I merged a scorpion and a crusader tank together and also a scorpion and a battlemaster together. I kept the full body of the crusader and battlemaster tanks I hid the chassis of the scorpion tank. I made each unit have its own weapon. I also deleted the ;WeaponFireFXBone ;WeaponRecoilBone ;WeaponMuzzleFlash ;WeaponLaunchBone For the crusader and battlemaster tanks. When they shoot, they shoot one shell from the scorpion turret then one shell from the invisible crusader/battlemaster turret - You can see the turret shooting then you see the front of the tank shooting. How can I make the tanks only shoot from the turret. I don't know which line of code I am missing. Thanks. Edit pics added. First pic is shot 1, second pic is shot 2. Edited by user Thursday, December 7, 2017 5:31:13 AM(UTC)
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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provide visual aid pls, wording unclear |
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Captain Joined: 1/8/2017(UTC) Posts: 78
Was thanked: 4 time(s) in 4 post(s)
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Thanks, added pics to first post.
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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What do you mean by delete? Because it looks to be a misplaced FireFX bone. |
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Captain Joined: 1/8/2017(UTC) Posts: 78
Was thanked: 4 time(s) in 4 post(s)
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OK so it's a misplaced FireFX bone, how can I fix that? (I haven't changed anything in RenX), I simply merged 2 units together through INI. This is what I mean by delete (taking out them lines of code from one of the tanks).
Object AmericaTankM22Locust
; *** ART Parameters *** SelectPortrait = SACLeopard_L ButtonImage = SACLeopard UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaCompositeArmor
Draw = W3DTankDraw ModuleTag_ScorpTurret01
OkToChangeModelColor = Yes DefaultConditionState Model = UVLiteTank HideSubObject = CHASSIS MissleRack01 MissleRack02 Turret01 Turret = TurretUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = REALLYDAMAGED Model = UVLiteTank_d HideSubObject = CHASSIS MissleRack01 MissleRack02 Turret01 Turret = TurretUP01 End ConditionState = RUBBLE Model = UVLiteTank_d HideSubObject = CHASSIS MissleRack01 MissleRack02 Turret01 Turret = TurretUP01 End TrackMarks = EXTnkTrack.tga End
Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVLeopard HideSubObject = BARREL01 HOUSECOLOR04 TURRETFX01 ;HOUSECOLOR05 HOUSECOLOR03 Turret = Turret ;WeaponFireFXBone = PRIMARY TurretMS ;WeaponRecoilBone = PRIMARY Barrel ;WeaponMuzzleFlash = PRIMARY TurretFX ;WeaponLaunchBone = PRIMARY TurretMS End ConditionState = REALLYDAMAGED HideSubObject = BARREL01 HOUSECOLOR04 TURRETFX01 ;HOUSECOLOR05 HOUSECOLOR03 Model = AVLeopard_D End ConditionState = RUBBLE HideSubObject = BARREL01 HOUSECOLOR04 TURRETFX01 ;HOUSECOLOR05 HOUSECOLOR03 Model = AVLeopard_D End End
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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Yeah that will happen because even if a FireFX Bone is hidden it will still consider it has a place to put the flashing effect. You'll have to get rid of it completely from the model. |
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Tank shooting from invisible turret/ taking turns to shoot with turret
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