depends on what your talking about. If you mean like having 2 functional turrets on a single vehicle, I dont think thats possible, or do you mean like how the SREF is set up to have an animated turret? QUICK_EDIT
try using an expandmd**.mix, but I recommend using a number 10 or above. Like expandmd10.mix. I think some of the lower numbers are in use and/or reserved for certain things. QUICK_EDIT
i am using expandmd50 and nothing my tank is still invisible,
edit - I put the rhino tank code and it works fine, beside of the turret which my tank has 7. QUICK_EDIT
I forgot to mention that the game reads these types of turrets in reverse order "dont ask me why, it just does". So actually aplxtur6 will be read first. I found the easiest way to do this is to put the aplx.vxl and aplxtur.vxl in a folder, then make a sub-folder inside that one. It will be used for renaming purposes.. Then open aplx.vxl with hva builder, align your first turret than save it. goto the folder and rename the aplxtur.hva to aplxtur6.hva. Also make a copy of the aplxtur.vxl and paste it into the subfolder you made. Rename it that one also to aplxtur6.vxl and place it back into the main folder. Then just repeat this process on all the turrets. QUICK_EDIT
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