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Making the turret Rotate in Deployed State
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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Oct 14, 2014 9:54 pm    Post subject:  Making the turret Rotate in Deployed State Reply with quote  Mark this post and the followings unread

I have a problem, when I deploy Paladin Howitzer, it won't fire and I can't give it direct fire command. But in undeployed state, it can fire.

I do not want the howitzer to fire in undeployed state, but only in deployed. I must be missing something in the code.

Code:

[PALADIN]
UIName=Name:PALADIN
Image=PALADIN
Primary=test
Prerequisite=GAWEAP
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=3
CrateGoodie=no
Owner=Americans
Cost=500
Soylent=500
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
IsSimpleDeployer=yes
UnloadingClass=PALADIN2
DeployFire=yes
Turret=yes

[PALADIN2]
UIName=Name:PALADIN
Image=PALADIN2
Primary=test
Prerequisite=GAWEAP
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=0
CrateGoodie=no
Owner=Americans
Cost=500
Soylent=500
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
IsSimpleDeployer=yes
UnloadingClass=PALADIN
DeployFire=yes
Turret=yes

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FurryQueen
General


Also Known As: Fen
Joined: 24 Jul 2010

PostPosted: Tue Oct 14, 2014 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Set the undeployed state to use a dummy weapon then set the deployed state to use the weapon. That should do it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 14, 2014 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or set DeployFireWeapon=0 (default is 1 which means Secondary, which doesn't exist on your deployed unit, thus no weapon is fired)

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Wed Oct 15, 2014 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Set the intended weapon as secondary of the main unit entry since you are using simpledeployer, the unloadingclass= unit entry is NOT USED except for art.

Set the primary to dummy weapon with 0% verses warhead or Range=0 etc...
Admittedly there is some chance it will bypass the 0% weapon and use secondary when not deployed :/

You may also try DeployToFire=yes (Nod artillery)/DeployFire=yes logics.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Oct 17, 2014 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Or make it deploy into a building. Since its an artillery anyway it would need a stable flat ground when firing anyway.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Oct 17, 2014 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Experience issues I.e losing when deploying

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Oct 17, 2014 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does Primary=none // Secondary=test not accomplish the goal? I used something like this before, I just looked at how the Siege Chopper did things and followed this as a base. Plus Harvesters have Primary=none, I don't think I had issues.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 17, 2014 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Does Primary=none // Secondary=test not accomplish the goal?

Indeed.
Or set DeployFireWeapon=0, which is even shorter.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Oct 17, 2014 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Experience issues I.e losing when deploying


Errr you won't experience it (sorry the pun) if you make the resulting Structure able to gain veterancy too.

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