In TS PBarrelLength and SBarrelLength are used to compensate the tilting of the voxel barrel. So if you have a separate barrel, the FireFLH key should be set to the exact rotation point of the barrel (the joint around which the barrel tilts). Then the BarrelLength goes from this rotation point to the end of the barrel to define the firing point and therefor defining the length of the barrel.
However i have no clue what PBarrelThickness could do.
@ crevio
forum search helps. take a look here
the following might also help to set the FLH
1. shoot to the left and right to see where the bullet starts and to adjust the height (H value)
2. shoot up/down to adjust the lateral (L value)
3. shoot to the left and right to adjust the front/forward (F value)
for each step you have to test it ingame and see if your setting is correct. Then go to the next one until all 3 are set. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sat Jun 27, 2009 3:24 pm Post subject:
Uh, I am fairly certain that BarrelLength is irrelevant in RA2.
The logic attached to barrels (actually aiming at the target with them, etc) is gone.
Atleast I have gotten away with never using anything like PBarrelLength, etc for the years I have modded YR. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Yeah, I think it went in RA2, shame as I could use AA guns that actually aim at their targets... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
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