Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 2:14 pm
All times are UTC + 0
TurretOffset problem
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [11 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
freedom fighter
General


Joined: 14 May 2009

PostPosted: Tue Nov 24, 2009 2:53 pm    Post subject:  TurretOffset problem
Subject description: It seems to be ignored :/
Reply with quote  Mark this post and the followings unread

I'm starting to familiarize with the TurretOffset= tag in artmd.ini. I've always positioned the turrets of my voxels in the center, with the main body moved a bit so that the turret spins properly while being in a certain position such as on the back of a Technical Truck. Problem is when the vehicle turns. It looks so unrealistic when it turns. So I've decided to use the tag. I've positioned the turret of my new battleship in the center of the base voxel. In artmd.ini, I've set the TurretOffset= to 30. But ingame, the turret is still in the center of the ship. Set the tag to 50, still no different:/ Could anyone tell me whats wrong?

_________________
The future belongs to The Forgotten!

Back to top
View user's profile Send private message
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Tue Nov 24, 2009 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

TurretOffset is measured in leptons. You need bigger numbers to get a significantly noticeable difference.

For example the TurretOffset for the HTK in artmd.ini is -80.

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 24, 2009 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try 500 #Tongue

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Tue Nov 24, 2009 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that'll be disconnected from the body.

Back to top
View user's profile Send private message
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Nov 24, 2009 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

But it would change the location. #Tongue

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 24, 2009 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Depends how big it is, I have to use offsets that big on the D-day battleships. Anyway I was just sarcastically saying it needs to be bigger etc.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
freedom fighter
General


Joined: 14 May 2009

PostPosted: Tue Nov 24, 2009 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

A'ight. I'll fix that. Thanks Smile

_________________
The future belongs to The Forgotten!

Back to top
View user's profile Send private message
Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Tue Nov 24, 2009 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not to Confuse, yet isn't there an option in the HVA editor that also dose this?

_________________
I am Zengar Zombolt, The Sword That Cleaves Evil!

There is Nothing I can not Cut!

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 24, 2009 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Moving a turret in the hva doesn't effect it's center of rotation & so can make it look really fugly when turning.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed Nov 25, 2009 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought the hva editor could confusingly also adjust the bounds for the voxel to adjust the turret height and such?

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 25, 2009 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes it can but the bounds don't effect the center of rotation either, they basically do the same thing as the hva & just offset it from the center on the vxl.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [11 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1543s ][ Queries: 11 (0.0090s) ][ Debug on ]