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Offline mr_hymn_  
#1 Posted : Thursday, April 13, 2017 1:40:48 PM(UTC)
mr_hymn_
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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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Offline acidbrain  
#2 Posted : Saturday, April 15, 2017 11:38:38 PM(UTC)
acidbrain
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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
Offline mr_hymn_  
#3 Posted : Sunday, April 16, 2017 1:11:13 AM(UTC)
mr_hymn_
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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.
Offline mr_hymn_  
#4 Posted : Sunday, April 16, 2017 1:13:43 AM(UTC)
mr_hymn_
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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.
Offline Zatsupachi  
#5 Posted : Sunday, April 16, 2017 2:32:19 AM(UTC)
Zatsupachi
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Amphibious Battleship:
http://www.moddb.com/mod...nough-i-suppose#imagebox

This 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
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
thanks 3 users thanked Zatsupachi for this useful post.
mr_hymn_ on 4/16/2017(UTC), acidbrain on 4/16/2017(UTC), CommieDog on 4/16/2017(UTC)
Offline mr_hymn_  
#6 Posted : Sunday, April 16, 2017 3:39:05 AM(UTC)
mr_hymn_
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Well if you make your unit immune to particle_beam. Bunker buster won't harm your inside infantry at all.
Offline mr_hymn_  
#7 Posted : Sunday, April 16, 2017 3:42:18 AM(UTC)
mr_hymn_
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I might specific my turret as vehicle instead.
Offline elliesy  
#8 Posted : Sunday, April 16, 2017 6:28:36 AM(UTC)
elliesy
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always check the syntax of .INI programming that Iam not really familiar


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.
just my thinking for this issue..:D Generals happy Modding
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