Sub-Turret doesn't work... |
Sub-Turret doesn't work... |
7 Jun 2009, 3:35
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#1
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Cranium Ventilator in chief Group: Members Posts: 379 Joined: 7 June 2009 Member No.: 42 |
The ones of you that modded CnC3 probably know about "WeaponSlotHierachialTurret", or similar, which allows for a turret on a turret. It still exists in RA3. And there is a major problem. The sub-turrets don't rotate properly, they rotate as if they were on the chassis, so if the main turret would rotate 90 degree, and the sub-turrets target was at 90 degrees too, the sub-turret would aim at 90 degree relative to the turret, and thus aim toward the back of the tank, but shoot sidewards.
Does anyone know a fix for this? EDIT: Nevermind. Fixed. Here is how it has to look: CODE <WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate"> <WeaponSlotHierarchicalTurret ID="1" WeaponChoiceCriteria="PREFER_MOST_DAMAGE"> <Weapon Ordering="PRIMARY_WEAPON" Template="AlliedAntiVehicleVehicleTech1Cannon" /> <TurretSettings TurretTurnRate="360" MinimumPitch="-30d" AllowsPitch="true" TurretPitchRate="180" MinIdleScanTime="1.0s" MaxIdleScanTime="4.0s" MinIdleScanAngle="30.0" MaxIdleScanAngle="50.0" ComeToHaltJiggle="3d"> <TurretAITargetChooserData IdleScanDelay="=$FAST_IDLE_SCAN_DELAY" CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotHierarchicalTurret> <WeaponSlotHierarchicalTurret ID="2" ParentID="1" WeaponChoiceCriteria="PREFER_MOST_DAMAGE"> <Weapon Ordering="SECONDARY_WEAPON" Template="WMATigerCoaxGun" /> <TurretSettings TurretTurnRate="200" TurretPitchRate="40" AllowsPitch="true" NaturalTurretAngle="0d"> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotHierarchicalTurret> <WeaponSlotHardpoint ID="3"> <Weapon Ordering="TERTIARY_WEAPON" Template="GDIMammothTankRocketPods"/> </WeaponSlotHardpoint> </WeaponSetUpdate> This post has been edited by SgtRho: 7 Jun 2009, 4:57 -------------------- |
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