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Turret Issues
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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Feb 11, 2007 2:22 pm    Post subject:  Turret Issues Reply with quote  Mark this post and the followings unread

I am seriously confused by this...I have been held up in my release of SS for a while now because I have not been able to fix this damned issue.

I just added the EDF Turret/Gun Emplacement and have designed its voxel, added its code, Art, Sound and Rules wise.

I start up YR, start a skirmish, and everything BUT the barrel works fine. The barrel, matter of fact, does not show up. Instead, the turret points up at the Fire Angle, and it looks quite stupid.

Rules Code:
Code:
[EDFTUR]
UIName=Name:EDFTUR
Name=EDF Turret
BuildCat=Combat
Strength=800
Armor=steel
Image=EDEFBASE
TechLevel=3
Prerequisite=NACNST,NAHAND
Adjacent=3
Sight=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=800
Points=40
Power=-20
ThreatPosed=25
Crewed=yes
ROT=3
Primary=120mmSpecial
ElitePrimary=120mmSpecialE
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=12
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT
EliteAbilities=STRONGER,FIREPOWER,ROF
MinDebris=6
Powered=no
Turret=yes
TurretAnim=edftur
TurretAnimIsVoxel=true
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
TurretAnimZAdjust=-20
TurretAnimY=0
TurretRecoil=yes
IsBaseDefense=yes
TurretTravel=0
BarrelTravel=6
BarrelCompressFrames=6
BarrelHoldFrames=2
BarrelRecoverFrames=3
WorkingSound=PowerOn
NotWorkingSound=PowerOff
BaseNormal=no
AIBuildThis=yes
ImmuneToPsionics=no
Drainable=yes
Unsellable=no
AntiInfantryValue=10
AntiArmorValue=30
AntiAirValue=0
TurretRotateSound=MediumTurretTurn


Art Code for the base
Code:
;Possible Panacea for EDF voxel defenses
[EDEFBASE]
Remapable=yes
Image=EDEFBASE
Buildup=EDEFBASE ;Temp
NewTheater=yes
Cameo= eturicon
Foundation=1x1
Height=2
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=220,0,0
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=3,32

The base shows up and the turret does also.

Both voxel sections have the RA2 normals applied, and their "Unknown" flags are set to 1 and 0.(it was 1 and 2, but after comparing it a working turret, I figured that was the issue). In HVA Builder, they are properly aligned and look fine.

edftur.vxl
edfbarl.vxl
edfbarl.hva
edftur.hva
^The filenames

The turret's code is C/P'd from the working SS Laser Turret, which was C/P'd from the Grand Cannon- both of these work fine comparitively.


Can somebody tell me the issue here?

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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