lol no..the very front and back turrets are just there for detail..three Working turrets IS not possible.
just a proposal
Make it deployable and then the turrets as an shp art file. this way you can have your 3 fully turning turrets. And due to the heavy firepower, the deploy thing would make this unit well balanced.
while driving it can only use 1 turret (the middle one)
and after deploying it uses all 3 turrets. QUICK_EDIT
Make it deployable and then the turrets as an shp art file. this way you can have your 3 fully turning turrets.
Your proposal is flawed. Buildings can only have one actual turret. (Same as units.)
Using a building, with a set of SHP turrets will work, but you can only have 2 per weapon, and they must be exactly the same distance from center to get the PrimaryFireFLH correct. The 3rd and 4th turrets will have to be part of the same turret animation as the first two because buildings can only have one actual turret. So all 4 turrets will always face the same direction.
Again turrets 3 and 4 must be the same disance from center to get SecondaryFireFLH correct. Conclusion, it's doable, but it'll look a tad stupid. _________________ QUICK_EDIT
Why do you think it will look stupid? Real warships can shoot simeltaneously with 4 cannons and it looks amazing.
You completely missed the point.
Only two of the turrets will fire at any given time. And let's say you had the 3rd and 4th turrets as anti-air. All four would aim at the ground unit, but only two would fire because the others are anti-air. That obviously would look stupid.
I'm talking about the technical limitations of the engine and all you can come up with is, "Real things look good!"... _________________ QUICK_EDIT
Make it deployable and then the turrets as an shp art file. this way you can have your 3 fully turning turrets.
Your proposal is flawed. Buildings can only have one actual turret. (Same as units.)
Using a building, with a set of SHP turrets will work, but you can only have 2 per weapon, and they must be exactly the same distance from center to get the PrimaryFireFLH correct. The 3rd and 4th turrets will have to be part of the same turret animation as the first two because buildings can only have one actual turret. So all 4 turrets will always face the same direction.
Again turrets 3 and 4 must be the same disance from center to get SecondaryFireFLH correct. Conclusion, it's doable, but it'll look a tad stupid.
What if the turret part can be SHP and reduced to 2? Would that work?
Or should the unit be redone entirely as SHP like the RA Cruiser so that both turrets would work. QUICK_EDIT
Joined: 30 Jun 2006 Location: Oz, but near Melbourne, so its ok
Posted: Tue Oct 17, 2006 1:22 am Post subject:
Still impossible, RA2 is very limited in this regard, you may only have a single turret on a unit or stucure at a time, be it shp or vxl.
I think its a nice voxel, though I'm not sure how well it fits in with the rest of the fleet, perhaps the hull shound be blue?
And out of trivia, Dreadnaughts, Battlecruisers, and other early All-Big-Gun battleships couldn't fire with more than one turret at a time due to the risk of flipping the ship. _________________
MSN Status: (if says mobile, talk anyway) QUICK_EDIT
So then the voxel should basically be left as Turret=no?
Granted it arises the same issue as the Allied Destroyer (stupid looking with no turret) but it would end a great deal of frustration trying to get the turrets to work. QUICK_EDIT
So then the voxel should basically be left as Turret=no?
Granted it arises the same issue as the Allied Destroyer (stupid looking with no turret) but it would end a great deal of frustration trying to get the turrets to work.
Your funny... Turret=no is for units WITHOUT a turret. QUICK_EDIT
So then the voxel should basically be left as Turret=no?
Granted it arises the same issue as the Allied Destroyer (stupid looking with no turret) but it would end a great deal of frustration trying to get the turrets to work.
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Tue Oct 17, 2006 7:14 am Post subject:
replace the turrets, except one, with missile packs, then give it omnifire=yes _________________ Please, read the signature rules of the forum. QUICK_EDIT
You guys completely got whooshed by the awesome suggestion Lin laid out.
The turret files as shps work because the frames are divided by the degrees of movement, so they can basically aim anywhere, but it's just a damn frame per any given position.
So if you could have multiple turrets under 'one' turret image files, as in three per actual frame that all rotate the same. The ship would have to basically deploy into a building so the backmost turret could get 'blanked' out properly by the superstructure, but you could have three turrets visually while only having one code wise.
It takes technical knowledge, which means basically only Lin or Gamemate could do it, but it is doable. Issues would be a need for invisible projectiles and sound/fire animation tweaks, but with cluster logic, still very doable. _________________ QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Wed Oct 18, 2006 10:26 pm Post subject:
•Tony• wrote:
That was a plan I had, But i figured it would be overpowered
keep in mind you guys can change anything about my vxls, for your mods or W/E I dont mind.
being overpowered depends on the coding, you could give it some lower damage. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Wed Oct 18, 2006 10:34 pm Post subject:
actuelly those missile racks can be a CIWS (close in weapons system) which would target anemy aircraft and missiles. give it a range of 2 max and it would be very ballenced _________________ QUICK_EDIT
Joined: 20 May 2005 Location: Defiance Industries HQ, Antarctica
Posted: Thu Oct 19, 2006 12:14 am Post subject:
Yes i concur with that this is what we wanted for a while and it is difficult to figure it out if you want missles or if you want to just leave it as is. But all and all sweet voxel, now it is the communities turn to make it what they want. _________________ Defiance Industries: We prefur to call it well prepaired not over kill.
Blaze, Demon of The Round Table, Mobuis One call me what you want I am one with the sky. QUICK_EDIT
It takes technical knowledge, which means basically only Lin or Gamemate could do it, but it is doable. Issues would be a need for invisible projectiles and sound/fire animation tweaks, but with cluster logic, still very doable.
If you read my posts. You would've realised that I can also get it to work, aswell as many other top community modders. Technical knowledge is not restricted to who you like better.
With the current engine, only 2 sets of turrets (4) are possible. If C&CVK adds Tertiary= Quaternary= with corresponding FLHs. Then a building can graphically have up to 8 turrets and 4 weapons. _________________ QUICK_EDIT
Read you loud and clear; your e-penis is awesome an' stuff.
Although maybe I didn't mention you by name because I can't remember what you call yourself or what name (if any) I actually know you by. _________________ QUICK_EDIT
You can't. Theoretically, this logic only works with buildings, and requires a very specific setup. It's just 1 turret that looks like 4. _________________ Last edited by IcySon55 on Fri Oct 20, 2006 5:59 pm; edited 1 time in total QUICK_EDIT
Still impossible, RA2 is very limited in this regard, you may only have a single turret on a unit or stucure at a time, be it shp or vxl.
I think its a nice voxel, though I'm not sure how well it fits in with the rest of the fleet, perhaps the hull shound be blue?
And out of trivia, Dreadnaughts, Battlecruisers, and other early All-Big-Gun battleships couldn't fire with more than one turret at a time due to the risk of flipping the ship.
This is an Iowa class BB firing all three turrets,...thats 9 barrels.
that 3 turret topic was about multiple weapon systems by using a gat hack, it showed a mammoth with a mg, cannons and aa missiles being used in one screeny. _________________ QUICK_EDIT
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