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barrels without turrets
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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Mon Jul 30, 2007 11:20 am    Post subject:  barrels without turrets Reply with quote  Mark this post and the followings unread

is it possible to make vehicles that have barrels but no turrets?
i've tried it , but the barrels didn't appear ingame, but i had no problems with the hva so this is kinda weird

also, i have questions about these 3 tags in art.ini :
BarrelOffset -> not a single unit uses this ; does it even work? maybe not needed if you do it in the hva file

what are these for :
SBarrelLength= ; only seen with titan
PBarrelLength= ; all the others use this, but titan too

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jul 30, 2007 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I guess BarrelOffset determines the barrel position in the z axis.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Mon Jul 30, 2007 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

no it says X and Y axis , but no one uses it
but it's the Sbarrellength and Pbarrellength that bug me more

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Judeau
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Joined: 28 Feb 2004

PostPosted: Mon Jul 30, 2007 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

k212 wrote:
no it says X and Y axis , but no one uses it
but it's the Sbarrellength and Pbarrellength that bug me more


PbarrelLength is the length of the primary weapon's barrel to the projectile exit location
Sbarrel is for the secondary weapon

basically, primaryFLH sets the direct offset from the turret/unit centerpoint

and the barrel length is the well, barrel sticking out of that point

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Judeau
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Joined: 28 Feb 2004

PostPosted: Mon Jul 30, 2007 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Judeau wrote:
k212 wrote:
no it says X and Y axis , but no one uses it
but it's the Sbarrellength and Pbarrellength that bug me more


PbarrelLength is the length of the primary weapon's barrel to the projectile exit location
Sbarrel is for the secondary weapon

basically, primaryFLH sets the direct offset from the turret/unit centerpoint

and the barrel length is the well, barrel sticking out of that point


and, explain what you mean with barrel without turret

a non-rotating barrel that does change pitch, or simply a rotating barrel without a turret attached, OR simply a static "barrel" that always points forward without ever changing

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Mon Jul 30, 2007 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

i mean a voxel , for example unit.vxl, with unitbarl.vxl but with no unittur.vxl

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Judeau
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Joined: 28 Feb 2004

PostPosted: Mon Jul 30, 2007 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

k212 wrote:
i mean a voxel , for example unit.vxl, with unitbarl.vxl but with no unittur.vxl


make unittur.vxl an empty voxel then

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 30, 2007 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you want a unit like an artillery that has a barrel only for the recoil anim and going up and down for range alignment, then this is not possible.
Because you need a turret, so that a barrel is visible.

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k212
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Joined: 20 May 2006
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PostPosted: Mon Jul 30, 2007 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah,i've added a turret, maybe i'll make some sort of turret and set ROT to minimum,so it'll be almost the same

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Judeau
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Joined: 28 Feb 2004

PostPosted: Mon Jul 30, 2007 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

k212 wrote:
yeah,i've added a turret, maybe i'll make some sort of turret and set ROT to minimum,so it'll be almost the same


no, it won't
seeing as the turret/barrel will still rotate independantly of the chassis, and both will rotate veeeeeeeeeeeeeery slooooooooooooooooowly

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k212
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Joined: 20 May 2006
Location: Spain

PostPosted: Mon Jul 30, 2007 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

wasn't there a way to set rotation angle for turret in art or rules?

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IcySon55
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Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Jul 30, 2007 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Give the unit Turret=no. The turret and barell will still be visible but it will not rotate. (Correct me if I'm wrong, this info was provided by Chielscape)

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k212
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Joined: 20 May 2006
Location: Spain

PostPosted: Mon Jul 30, 2007 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

didn't work for me
anyway,i'm just integrating the barrels into the unit's vxl,only disadvantage is that they won't be able to go up and down, but the unit is a hover so that's not really a problem, would have been better with moving barrels though

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Team Black
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Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Jul 30, 2007 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Turret=no deletes the turret & barrel, and the unit itself rotates in the direction it fires (attack cycle, for example)
A titan with turret=no is just a pair of legs XD
Shame on you, Cheilscape #Tongue

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k212
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Joined: 20 May 2006
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PostPosted: Mon Jul 30, 2007 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have another question related to this,
i have made this vxl now, and it has 2 barrels, and there's quite some space between them , like 13 or so, the thing is i want both barrels to fire at them same time, how do i do this?cuz if you do burst=2, it won't be aligned as it should

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 30, 2007 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry but that is not possible in TS. Except you use the Split logic from the Reaper to launch one projectile that splits into 2. But you still can't have fire anims on both barrels at the same time.

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k212
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Joined: 20 May 2006
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PostPosted: Mon Jul 30, 2007 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think the problem is that a unit cannot fire primary and secondary at the same time, cuz if it could it would be easy, primary to left barrel and secondary to second and both the same fire anim

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