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Missile spawners and Turret=yes.
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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sat Nov 24, 2018 11:04 am    Post subject:  Missile spawners and Turret=yes. Reply with quote  Mark this post and the followings unread

Supposedly I'd post this in general RA2 editing forum but I decided to post it here in case it's not possible and I'll just request this feature instead.

So I created a missile launcher unit that has a turret. Apparently it seems that unitturwo/unitwotur isn't accepted by the game (the unit with turret launches a missile) and the body goes invisible. Did I do something wrong or it's not actually possible for missile spawners with turrets?

I can't post anything else such as screenshots and codes since I'm only using my phone to post here as I don't have internet connection on my PC.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Nov 24, 2018 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Cannot combine NoSpawnAlt and Turret. Both are internally stored in same memory buffer (referred to as AuxVoxel in INI comments) and thus cannot exist simultaneously.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Nov 24, 2018 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can use IsChargeTurret to mimic the behavior... but the missile will have to be a conventional projectile.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Nov 24, 2018 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

but vxl missile has a poor trajectory

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Mar 22, 2019 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

AresCouldTechn icallyAddAnotherMissileBufferDifferentFromTurretOne

PS_:  NewForumMeme?


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