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Adding turrets
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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Apr 15, 2003 4:54 pm    Post subject:  Adding turrets Reply with quote  Mark this post and the followings unread

boo hoo, i can't add turets. I tryed twise and it didn't work so what i kinda need it a tutorial Rolling Eyes ?

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Tratos
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Joined: 01 Jan 2003

PostPosted: Tue Apr 15, 2003 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

You dont need a tutorial turrets are easy, in rules.ini the vehicles entry should say turret=yes. The voxel you are using as the turret should be called the same as the body of the vehicle but add TUR to the end. e.g. if your vehicle was called STNK.vxl the turret would be called STNKTUR.vxl.

Then all you do is load up TS/RA2 and it should be working fine.

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Apr 15, 2003 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

yaya i did exactly that and ts crashes on load up screen.

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Tratos
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Joined: 01 Jan 2003

PostPosted: Tue Apr 15, 2003 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, where did you put the voxels? Also check that all your code is correct and that the weapons you gave it exist in rules.ini cos its unlikely that a turret will cause the game to crash.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Apr 16, 2003 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

does your turret or body has the .hva file?

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Wed Apr 16, 2003 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Heres what i did to add a turret to the Buggy

Added the fllowing to rules.ini

[VoxelAnims]
1=PIECE
2=TIRE
3=GASTANK
4=SONICTURRET
5=4TNKTURRET
6=CRYSTAL01
7=CRYSTAL02
8=METEOR01
9=METEOR02
10=PEBBLE
11=BGGYTURRET

; Attack Buggy
[BGGY]
Name=Attack Buggy
Prerequisite=NAWEAP
Primary=RaiderCannon
Category=Recon
Strength=220
Armor=light
Turret=yes
IsTilter=yes
TechLevel=2
Sight=6
Speed=10
CrateGoodie=yes
Owner=Nod
Cost=500
Points=25
ROT=8
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=CRUSHER
ImmuneToVeins=yes
ZFudgeColumn=8
ZFudgeTunnel=13


******* Voxel Debris types *******
[BGGYTURRET]
Name=Buggy Turret
ShareTurretData=yes
ShareSource=BGGY
Elasticity=0.0
MinAngularVelocity=10.0
MaxAngularVelocity=14.0
MinZVel=30.0
MaxZVel=38.0
MaxXYVel=8.0
Duration=100
ExpireAnim=TWLT026
Damage=90
DamageRadius=100
Warhead=TankOGas

Added the following to art.ini

[BGGY]
Cameo=BGGYICON
Voxel=yes
Remapable=yes
TurretOffset=-64
PrimaryFireFLH=0,0,100

Then i added bggytur.vxl to ecache01.mix then i put ecache01.mix in expand01.mix (i didn't spell them wrong)

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Wed Apr 16, 2003 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

The voxel debris type isn't needed unless you want the turret to explode off the tank when it blows up. As Banshee said has the turret got a .hva file?

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Wed Apr 16, 2003 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

dunn i'll have to cheack

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Apr 17, 2003 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

if it crashes during loading and you've just edited some vxl thingies, it's 99% sure you forgot a .hva.. (or made a typo in the .hva)

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