Wulf1045
  • Wulf1045
  • 50.25% (Neutral)
  • Private Topic Starter
9 years ago
Hi I have a question I'm modding a mod and it's GLA technical's Machine Gunner doesn't rotate. The model looks hard as a rock. How to make that machine gunner rotate so it can attack move once again
Sponsor
klingondragon
Wulf1045
  • Wulf1045
  • 50.25% (Neutral)
  • Private Topic Starter
9 years ago
No sorry to reply for like 21 days now
acidbrain
9 years ago
My guess is that you only used the 'Object GLAVehicleTechnical' code and you didnt use the 'Object GLAVehicleTechnicalChassisOne' code, in the second the turret is coded to move...


Draw = W3DModelDraw ModuleTag_02

    OkToChangeModelColor        = Yes
    AttachToBoneInAnotherModule = Dum_Turret

    ; ------------------ basic technical ------------------------
    DefaultConditionState
      Model = UITech_SKN
      Turret = Dum-TurManMVR
      TurretArtAngle = 180  ; this turret has art pointed 180 degrees backward
      HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = MOVING
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = TURRET_ROTATE MOVING
    AliasConditionState = TURRET_ROTATE FIRING_A
    AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE RELOADING_A
    AliasConditionState = TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE MOVING RELOADING_A

    ConditionState = FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ; AliasConditionState is a new keyword that says,
    ; "give me another ConditionState exactly like the previous
    ; one, except with different conditions". Useful when you
    ; have several states that are the same with only different condition bits.
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A

    ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A


In case i guessed wrong compare the code you have with the original code, always works...

Greetz
Panem et kirkinses