i made a defensive structure with 2 turrets, and a portable structure turret. The 3rd turret won't turn, and altho the effects come from the firebone, the shot itself doesn't. In my model, the turret bone is TURRET, weapon bone is 101, and the barrel is BARREL101.
NorthKoreaGunPosition is the main structure, and NorthKoreaBigGun is the portable.
Heres the INIs;
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Object NorthKoreaGunPosition
; *** ART Parameters ***
SelectPortrait = SAPatriot_L
ButtonImage = SAPatriot
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NKB_GunPosition
Turret = LTURRET
AltTurret = RTURRET
WeaponLaunchBone = PRIMARY 1
WeaponFireFXBone = PRIMARY 1
WeaponRecoilBone = PRIMARY BARREL1
WeaponLaunchBone = SECONDARY 2
WeaponFireFXBone = SECONDARY 2
WeaponRecoilBone = SECONDARY BARREL2
End
AliasConditionState = NIGHT
AliasConditionState = DAMAGED
AliasConditionState = DAMAGED NIGHT
AliasConditionState = REALLYDAMAGED RUBBLE
AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
AliasConditionState = SNOW
AliasConditionState = SNOW NIGHT
AliasConditionState = DAMAGED SNOW
AliasConditionState = SNOW NIGHT DAMAGED
AliasConditionState = REALLYDAMAGED RUBBLE SNOW
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NKB_GunPosition
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
End
PlacementViewAngle = -45
Scale = 2
; ***DESIGN parameters ***
DisplayName = OBJECT:GunPosition
Side = NorthKorea
EditorSorting = STRUCTURE
Prerequisites
Object = NorthKoreaBarracks
End
BuildCost = 1000
BuildTime = 15.0 ; in seconds
WeaponSet
Conditions = None
Weapon = PRIMARY 20MMWeapon
Weapon = SECONDARY 20MMWeapon
End
VisionRange = 360.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = StopOnlyGenericCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level
;Behavior = AIUpdateInterface ModuleTag_20
; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
; MoodAttackCheckRate = 250
;End
; *** AUDIO Parameters ***
VoiceSelect = PatriotBatterySelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE
Body = StructureBody ModuleTag_04
MaxHealth = 1000.0
InitialHealth = 1000.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 1200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = StealthDetectorUpdate ModuleTag_13
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = BaseRegenerateUpdate ModuleTag_05
;No data
End
Behavior = AIUpdateInterface ModuleTag_06
Turret
TurretTurnRate = 50 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 30 ; in degrees off the natural turret angle
End
AltTurret
TurretTurnRate = 50 // turn rate, in degrees per sec
ControlledWeaponSlots = SECONDARY
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 30 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End
Behavior = OverlordContain ModuleTag_OverlordContain
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PayloadTemplateName = NorthKoreaBigGun
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureTinyDeath
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 26.0
GeometryHeight = 10.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;----------------------------------------------------------------------------------------------------------
Object NorthKoreaBigGun
; *** ART Parameters ***
SelectPortrait = SNPropSpeaker_L
ButtonImage = SNPropSpeaker
;UpgradeCameo1 = Upgrade_Nationalism
;UpgradeCameo2 = Upgrade_ChinaUraniumShells
;UpgradeCameo3 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
;UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = TURRET
ExtraPublicBone = BARREL101
ExtraPublicBone = 101
AttachToBoneInContainer = ATTACH
DefaultConditionState
Model = NKB_BigGun
Turret = TURRET
WeaponFireFXBone = PRIMARY 1
WeaponLaunchBone = PRIMARY 1
WeaponRecoilBone = PRIMARY BARREL1
End
AliasConditionState = REALLYDAMAGED
End
Scale = 2
PlacementViewAngle = -45
; ***DESIGN parameters ***
Side = NorthKorea
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY BigGunWeapon
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 30 // turn rate, in degrees per sec
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 500 ; default is 2000
End
Behavior = DestroyDie ModuleTag_05
;
End
Geometry = BOX
GeometryMajorRadius = 4.0
GeometryMinorRadius = 4.0
GeometryHeight = 4.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Also, how do you make a turret face backwards? do you model it facing backwards+ini editing, or do you model it facing fowards+ini editing?
Edit; Through testing, i confirmed that the problem with my turret not turning is in certainly in the INIs, not with the model.Edit2; After further testing, im not sure why its not working. I might just start from scratch on this unit. So, nevermind on that question.
Why must ZH have so many ghosts?Edited by user
13 years ago |
Reason: Not specified