Posted: Sun Nov 26, 2017 8:46 am Post subject:
SecondaryFirePixelOffset has no effect?
Quote:
PrimaryFireDualOffset=
When set to true, this means that the building uses both PrimaryFirePixelOffset and PrimaryFireFLH. This allows the building to use PrimaryFirePixelOffset to determine where 0,0,0 (from PrimarFireFLH) is located, instead of dead center. This can be used quite effectively to make a non-symmetrical building look like it has a turret when in fact it does not.
PrimaryFirePixelOffset= SecondaryFirePixelOffset=
Dictates where the weapon will shoot. It is different than PrimaryFireFLH in that it uses pixels, and not leptons. Usually used when the building has no turret. The first value is the x value from the center of the image, and the second value is the y value. It defaults to 0,0 and no matter the direction that the weapon is firing, it will always shoot from that location, unlike PrimaryFireFLH which takes into account the movement of the firing location.
There isn't a tag called SecondaryFireDualOffset. I searched though the gamemd.exe.
But when I set both PrimaryFirePixelOffset and SecondaryFirePixelOffset, my building still fires its Secondary using FLH calculated by PrimaryFirePixelOffset, ignoring SecondaryFirePixelOffset. _________________
Passengers inside an opentopped seem to override the opentopped's GuardRange= if it's not set.
Once a GI enter my prism tank, it won't acquire target within its range but a short range which looks like GI's range. When I unload the GI, it gains back its range again. _________________
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum