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Turret & barrel with buildings
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 12, 2009 5:24 pm    Post subject:  Turret & barrel with buildings Reply with quote  Mark this post and the followings unread

Yo. I'll hit straight to the subject: I've got voxels for a Nod laser turret and barrel. However, when I try to get them work, only the turret will show up, and it acts like a barrel (moving up and down depending on the elevation of the target). I tried to look at GAARTY codes for help, without success.

I don't think the HVA file has anything to do with it, I've checked those too.

Here are ze codes:

Rules:
Code:
; Laser turret
[NALASR]
Name=Laser Turret
Strength=500
Armor=wood
Prerequisite=NAHAND
TechLevel=2
Adjacent=4
ROT=10
Sight=7
Owner=Nod
Cost=300
BaseNormal=no
Points=30
Power=-40
Crewed=no
Powered=true
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Primary=LaserFire2
Turret=yes
TurretAnim=LSRTUR
TurretAnimIsVoxel=true
TurretAnimX=-8
TurretAnimY=28   ;16
TurretAnimZAdjust=-40
ThreatPosed=30   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false


Art:
Code:
[NALASR]
Image=NULL   ;for testing turret visibility
Cameo=PLTICON
Remapable=yes
Foundation=1x1
Buildup=NALASRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFireFLH=0,0,100   ;40,0,100
Recoilless=yes
PBarrelLength=140   ;200
PBarrelThickness=48

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Apr 12, 2009 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

try the code of the Jugger which has a turret and barrel and change the turret code so it uses a voxel instead of a shp
e.g.
Turret=yes
TurretAnim=LSRTUR ;your new turret
TurretAnimIsVoxel=true
TurretAnimX=0
TurretAnimY=0
TurretAnimZAdjust=-30
BarrelAnimIsVoxel=true
VoxelBarrelFile=LSRBARL ;your new barrel
VoxelBarrelOffsetToPitchPivotPoint=15,0,-8 ;adjust these
VoxelBarrelOffsetToRotatePivotPoint=2,0,0
VoxelBarrelOffsetToBuildingPivotPoint=4,2,3
VoxelBarrelOffsetToBarrelEnd=350,75,0
VoxelBarrelScale=.75

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Apr 13, 2009 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Joshy, GTFO with yer spam D:

Eh, something weird happened. When I had put the barrel codes in, the turret disappeared. The barrel was visible, but the weapon fire offset was completely messed up.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Apr 13, 2009 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I think you must have at least a SHP base for a structure to work.

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