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Help Request for IFV without Turret
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Vampiro
Vehicle Driver


Joined: 15 Oct 2009

PostPosted: Thu Dec 15, 2022 8:33 pm    Post subject:  Help Request for IFV without Turret
Subject description: RA2 + YR (No Ares)
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All,

Im trying to create a vehicle with IFV features. However my unit doesn't have a turret. Whatever I try to do Im always facing 1 of these problems :

1 : Turret=yes
The whole vehicle seems to work as intended but it's invisible.
(Don't understand why, the turret might be invisible since it doesn't exist. But why does this make my whole unit invisible?)

2 : Turret=no
The vehicle is visible but whatever kind of soldier is inside, the vehicle will use the default weapon.

Does anyone have an idea or example of a IFV without turret?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Dec 15, 2022 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well if you have a turret changer unit, you're gonna need turrets. Were you planning on making it shoot forward only?

Because if not, one obvious solution is just make empty voxels as the turret, with the caveat  that your weapon will shoot in every direction like a normal turreted vehicle. FLH will have to be 0,0,X for height only.

There is a tag that makes a turret fixed and not rotate, but in my experience it only works sometimes, and will still rotate towards the target inconsistently. Unless Ares fixed that.

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Vampiro
Vehicle Driver


Joined: 15 Oct 2009

PostPosted: Thu Dec 15, 2022 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Well if you have a turret changer unit, you're gonna need turrets. Were you planning on making it shoot forward only?

Because if not, one obvious solution is just make empty voxels as the turret, with the caveat  that your weapon will shoot in every direction like a normal turreted vehicle. FLH will have to be 0,0,X for height only.

There is a tag that makes a turret fixed and not rotate, but in my experience it only works sometimes, and will still rotate towards the target inconsistently. Unless Ares fixed that.


First of all thank you for your reply!

I understand you say I need turrets with a turret changing unit. I was reading on this forums however that it was possible to do without. Making a dummy voxel was indeed something that I had on my "worth trying out" list but I had hoped the IFV logic could somehow go without a turret.

The basic idea was to add the Recon bike (from C&C1) to the game and make it possible to let a simple GI or Guardian inside at which moment it would shoot either the GI or Guardians weapon.

Opentopped=yes would also be an option but then the vehicle would be open to -all- kinds of infantry, and that's something I would like to prevent Smile

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 16, 2022 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I'm no expert on what IFVs can do in Ares, but each infantry has a turret type associated with the normal IFV, and if you made fake turrets with dummy weapons for your new IFV, for all infantry aside from your preferred ones, they should just be like ordinary passengers.

Of course this still runs into the limitation that you are restricting per turret type, rather than per infantry type, so a GI & Conscript would be normally treated identically. As would anything that has the same type as the GGI passenger you want to give a weapon.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 16, 2022 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

The game is hardcoded that only a unit with the name [FV] will work with the IFV's weapon/turret changing logic. Ares fixed this limitation with the new tag Gunner=yes to allow multiple IFV type units to work.

If you dont want to use Ares, then the best alternative is to use Opentopped=yes with 1 passenger.

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Vampiro
Vehicle Driver


Joined: 15 Oct 2009

PostPosted: Fri Dec 16, 2022 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
The game is hardcoded that only a unit with the name [FV] will work with the IFV's weapon/turret changing logic. Ares fixed this limitation with the new tag Gunner=yes to allow multiple IFV type units to work.

If you dont want to use Ares, then the best alternative is to use Opentopped=yes with 1 passenger.


Hmm are you sure about this?
The tag of Gunner=yes is in the core game as well and doesn't require Ares.

Guess I have to do some more testing.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Fri Dec 16, 2022 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is correct. However, in the base game, Gunner=yes does nothing for other units, and only works for [FV]. Ares expanded Gunner= to work for other units too.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sat Dec 17, 2022 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Long terms short, if you want another IFV with turret change logic without interrupting the original IFV, you HAVE to use Ares, because as already said by others, vanilla game has this behaviour hard-coded.

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