@Icy Basic question remains; Still who the fuck are you?
ChielScape wrote:
but tell me, how do you plant 4 turrets on a single vehicle?
Not a vehicle, a building, from which a vehicle could deploy into...
It's one shp, one image file that has four turrets rotating in it. If one is obscured by another part of the building, you'd need to block that bit out, as they all would basically have to be on the same frame, with the same overlap values vs other parts of the building. _________________ QUICK_EDIT
Using the Gattling logic, you can make an tank ( or a building ) armed with 3 different weapons ( at least one of them MUST be anti-air ).
For example, you can give the Apocalypse Tank an anti-infantry machine-gun, the AA missiles for air attacks and let the tank use it's cannons only against buildings or vehicles.
First, change the Primary= weapon to the one you want it to be "Secondary" ( NOT the one used when force-fire into the ground ); in this case, it's the machine-gun.
Primary=Para ;
Secondary=MammothTusk ; this remains the same
ElitePrimary=ParaE
EliteSecondary=MammothTusk ; I think it works without this line, but it's better to have it here....
Then find [ApocAP] and [ApocAPE] ( the warheads for [120mmx] and [120mmxE] ) and change the first 3 values from Verses to 0%:
Verses=0%,0%,0%,95%,80%,70%,100%,70%,50%,100%,100%
When the Appocalypse will attack an infantry unit, it will use Para ( as the first weapon ) but when it gets to stage 2, as the warhead has 0% damage for infantry, it will continue attacking using Weapon1.
Against an vehicle or building, it will fire a single Machine-Gun burst, then will quickly switch to the 120mmX weapon. Sometimes, it will not even fire the machinegun, but attack directly with the cannons.
There's a huge value for Stage2 weapon and EliteStage2 - this means that it's unlikely to ever get to that stage ( it would require a few hours ? days ? to continously fire... ).
In this example, the Primary is Para ( deployed GI's machine-gun ); but since this weapon's warhead doesn't have Wall=yes, it means it cannot destroy walls... you won't even get an attack cursor over the walls; but cloning both [Para] and Para's warhead - [SSA], and adding Wall=yes to the cloned warhead will solve this.
The last step is to change the PrimaryFireFLH= and SecondaryFireFLH= in ArtMD like in Gattling tank - Weapon1FLH=,Weapon2FLH... to EliteWeapon6FLH=
Here's a screenshot of 3 apocs, each attacking a different target:
IPB Image
Another problem is related to Report= ( the sounds created when firing ) - it gets strange effects.
A quick "fix" is to remove all Report= from weapons and call the sounds from Artmd.ini with Report= tag to Anim= animations - this also may require a clone of the animations.
I never tested, but I'm pretty shure that 4-,5-or even 6-weapon tanks or buildings are possibile; just give them the right warheads - like:
Weapon1 warhead efficient VS infantry, tanks, buildings
Weapon3 warhead efficient VS tanks, buildings, but 0% for first 3 armors ( infantry )
Weapon5 warhead efficient VS buildings only, 0% verses for infantry and tanks
The unit uses Weapon 1 to attack anything. If it's an infantry, it will keep firing. If it's a tank or building, it will switch to Weapon2 and then either keep firing Weapon2 ( anti-tank ) or, if the target is a building, it will finally switch to Weapon3. Of course, in this case, Stage2 and EliteStage2 will have to be 1 in order to get to Stage3.
AA weapons can be similar ( Weapon2 = Weapon4 = Weapon6 ), or you can give the unit different weapons for V3 Rockets, Paratroopers and Aircrafts& jumpjet vehicles.
thats what posted at revora by BaRaKa. if you make the three turrets have the same weapon, i think it might work. _________________ QUICK_EDIT
And he wonders where the e-penis comment came from...
Banshee has posted news about my mod several times on the front page. I'm not bragging or boasting or whatever you want to call it. You think you're very smart using "e-penis" as an insult, when I really don't care about my standing in the community.
You were wrong, and I simply pointed it out. Can't handle it? _________________ QUICK_EDIT
First of all, this only works on buildings with a maximum of 4 virtual turrets.
The two blue and two red diamonds should be the exact same distance from the center of the building. If the center of the building is 0,0 and one diamond is at 34,0. Then the other one should be at -34,0. Both pairs of turrets should be at the same height. (Note the AA turrets are not, only because I wan't to give it a least a shred of crummy design. They should be though.) By using a Burst=2 weapon, the turrets should alternate when firing.
There might be a problem with this logic though. If the actual turret rotates to face, I think the FLH will follow it, and the shots will no longer fire from the turrets. It seems they only work if they are facing 2 certain directions. (The long sides of the ship. If it fires forward, the shots might appear to come out of the water beside the ship.)
Anyways, onto the images.
test_cruiser.png
Description:
The building's SHP.
Filesize:
40.96 KB
Viewed:
6938 Time(s)
turret.gif
Description:
The actuall turret shp. (Normally with 64 directions.)
Filesize:
415.03 KB
Viewed:
6938 Time(s)
final.gif
Description:
This is what you'd end up with in-game, pretty much.
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Mon Oct 23, 2006 7:19 am Post subject:
ah, so it only works with SHP turrets... could i make a 32 frame screenshot in HVAbuilder to do that?
Edit: NVM, seems my old Bcruiser isnt fit for it anyway, so it'll be just as easy doin' it in Max. _________________ Please, read the signature rules of the forum. Last edited by ChielScape on Mon Oct 23, 2006 12:35 pm; edited 1 time in total QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Wed Oct 25, 2006 3:13 pm Post subject:
Geoff17391 wrote:
hey guys... i was roaming around the rules.ini file and i was looking at what each code title means etc. and i came accross this...
Code:
; TurretCount=the number of turrets the unit has (def=0)
is this what you all mean this code, because i've been following this topic and all the way i'm like'what?'.
nice 3d's of the ships though
even if that works...
turret 1 would be
UNITtur.vxl
what would the second one be? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Tony what USN naval ship did u base this voxel off ? _________________ "Those who want to live, let them fight, and those who do not want to fight in this world of eternal struggle do not deserve to live." QUICK_EDIT
I knew I recognized its a Des Moines class cruiser one of the best american cruisers of post ww2 period. _________________ "Those who want to live, let them fight, and those who do not want to fight in this world of eternal struggle do not deserve to live." QUICK_EDIT
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