Major Joined: 2/28/2017(UTC) Posts: 410 Location: Bangkok Thanks: 63 times Was thanked: 145 time(s) in 127 post(s)
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I am trying to make a unique battleship in this game with 4 turrets. I made a turret03 and turret04 What should I code them to make it fire? Code:
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
;ExtraPublicBone = FIREPOINT01
;ExtraPublicBone = FIREPOINT02
InitialRecoilSpeed = 120
MaxRecoilDistance = 8
RecoilSettleSpeed = 6
ConditionState = NONE
Model = AVBattShip2 ;AVBattleSh
Animation = AVBattleSh.AVBattleSh
AnimationMode = LOOP
Turret = Turret01 Turret03
TurretPitch = TurretEL01 TurretEL03
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
AltTurret = Turret02 Turret04
AltTurretPitch = TurretEL02 TurretEL04
WeaponFireFXBone = PRIMARY Tur1Muzzle Tur3Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel Tur3Barrel
WeaponFireFXBone = SECONDARY Tur2Muzzle Tur4Muzzle
WeaponRecoilBone = SECONDARY Tur2Barrel Tur4Barrel
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 BattleShipWaterRipples
End
End
I made this but turret03 and turret04 not firing at all.
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General Joined: 12/30/2011(UTC) Posts: 982
Thanks: 95 times Was thanked: 574 time(s) in 364 post(s)
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Im not sure because i never did it but i dont think you can use two turrets at the same time Code:
Turret = Turret01 Turret03
AltTurret = Turret02 Turret04
Maybe thats why turret03 and turret04 are not firing. Maybe you can use overlord logic to add more turrets to the ship, not sure though... Greetz |
Panem et kirkinses |
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Major Joined: 2/28/2017(UTC) Posts: 410 Location: Bangkok Thanks: 63 times Was thanked: 145 time(s) in 127 post(s)
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I did separately and turret03 and turret04 fire instead. However I am using a firepoint for a turret to install instead and it does working but only 1 turret can be installed.
Lastly I am using spawnpoint instead and it works however when moving a ship the both turrets fall down to the water and firing from their own position. Not moving with the ship.
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Major Joined: 2/28/2017(UTC) Posts: 410 Location: Bangkok Thanks: 63 times Was thanked: 145 time(s) in 127 post(s)
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I think this end up with 1 solution. Making a ship immobile just like aircraft carrier in order to make the 2 additional turrets to work.
Drawbacks turret can move 360 freely in a quick turn. Not a big deal though.
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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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Amphibious Battleship: http://www.moddb.com/mod...nough-i-suppose#imageboxThis thing has 9 turrets. Two of these are from the object, implemented normally. The other 7 are put on there by Firebase Logic. KNOWN ISSUES: However, I had to make the other 7 turrets do the scanning rotations, since the 7 turrets will be facing random directions if you just do it like that. The 7 Turrets are INFANTRY. A Bunker Buster can auto-eject them off the main object(hence why I replaced the Bunker Buster works differently on my mod). HOW TO: For your Body Module, you're require a HiveStructureBody. Have a GarrisonContain, set for Firebase: Code:
Behavior = GarrisonContain ModuleTag_07
ContainMax = 7
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 100%
ImmuneToClearBuildingAttacks = Yes
IsEnclosingContainer = No
End
And have it spawn with an objectcreationlist: Code:
Behavior = GrantUpgradeCreate ModuleTag_Upgrade
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
End
Behavior = ObjectCreationUpgrade ModuleTag_LoadCrew
UpgradeObject = AW_OCL_AmphibiousBattleshipTurrets
TriggeredBy = Upgrade_AmericaAdvancedControlRods
End
Code:
ObjectCreationList AW_OCL_AmphibiousBattleshipTurrets
CreateObject
ObjectNames = AW_AmphibiousBattleship_FrontTurret
Count = 1
ContainInsideSourceObject = Yes
End
CreateObject
ObjectNames = AW_AmphibiousBattleship_Laser
Count = 6
ContainInsideSourceObject = Yes
End
End
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3 users thanked Zatsupachi for this useful post.
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Major Joined: 2/28/2017(UTC) Posts: 410 Location: Bangkok Thanks: 63 times Was thanked: 145 time(s) in 127 post(s)
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Well if you make your unit immune to particle_beam. Bunker buster won't harm your inside infantry at all.
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Major Joined: 2/28/2017(UTC) Posts: 410 Location: Bangkok Thanks: 63 times Was thanked: 145 time(s) in 127 post(s)
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I might specific my turret as vehicle instead.
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Major Joined: 2/26/2016(UTC) Posts: 223 Location: Manila Thanks: 242 times Was thanked: 10 time(s) in 9 post(s)
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always check the syntax of .INI programming that Iam not really familiar
. . just my thinking for this issue..:D Generals happy Modding . . |
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