You can make the barrel part of the turret that's what I do. I hate the fact that it shows through the turret most of the time, besides IMO it looks better. _________________ QUICK_EDIT
Joined: 08 May 2009 Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder
Posted: Tue Jun 16, 2009 10:01 am Post subject:
Yes. You need a number of turrets for that. Only voxels and not shps. Most units that have animated turrets has IsChargeTurret. Try to follow SREF's code. _________________
The fallen hero will be remembered. She will rise again. QUICK_EDIT
Yes. You need a number of turrets for that. Only voxels and not shps. Most units that have animated turrets has IsChargeTurret. Try to follow SREF's code.
Yes. To elaborate, basically just make a bunch of turrets and with each one move the barrel closer or farther from the turret. So the first turret will have the barrel at one position, the next turrets' barrel is moved closer to it, and vice versa QUICK_EDIT
Yes. You need a number of turrets for that. Only voxels and not shps. Most units that have animated turrets has IsChargeTurret. Try to follow SREF's code.
Tags are on stock Grand cannon, there are altered but you get the idea, right? _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
His Jakassness, me, has just informed myself that the code up there is only for buildings, and is to illustrate the point that the grand cannon does not use turretchanger logic. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 08 May 2009 Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder
Posted: Wed Jun 17, 2009 8:22 am Post subject:
Lt Albrecht wrote:
NO
NO
NO
Quote:
Yes. You need a number of turrets for that. Only voxels and not shps. Most units that have animated turrets has IsChargeTurret. Try to follow SREF's code.
FAIL.
Ok sorry. I thought He meant about a unit's tank barrel animation. _________________
The fallen hero will be remembered. She will rise again. QUICK_EDIT
My bad. For Prism style turrets you make several and use ischargeturret, limits you to one method.
Or you can use animated Hvas as suggested by the furfag and for defences use grand cannon recoil logic. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
on the internet, fag is a suffix describing what kind of person you are
such as:
christfag = christian
drawfag = someone who draws
newfag = someone new to something
and so on
Alrighty, so anyway, which is the correct way to do this, make multiple turrets, or multiple barrels, or both? But if I do that, wont it continuously keep recoiling, "like the propellers keep spinning" without firing the weapon? QUICK_EDIT
no. Make multiple turrets (e.g. 4)
Copy [sref] turretchanger code
????
Profit! _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
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