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SHP Turret
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Oct 09, 2010 9:17 am    Post subject:  SHP Turret Reply with quote  Mark this post and the followings unread

I dont understand the way of a .shp turret. How do I code it? Frame by frame? I am only used to use voxels as turrets, so thats why I ask.
It is the Magnetic Tower, on this site.

Also, can I give it a Magnetron weapon as primary, and the Virus gun as secondary? Primary on units and buildings. Virus gun on infantry

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Oct 09, 2010 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

1.32frames as turret,32frames as shadow
2.versus

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Oct 09, 2010 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, I don't understand. I know it has 32 frames turret and 32 shadow.

But how do I code them? Just like a voxel turret, but with TurretAnimVoxel=false? and I have to make an artmd.ini entry too, right?

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sat Oct 09, 2010 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

On magnetron it actually has 2 weapon 1 for anti vehicle that beam will change locamotor to jumpjet and secondary is use for anti building. I'm not sure that use locamotor beam on building will make what result.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Oct 09, 2010 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, I meant Primary=Locomotorchanger (antivehicle) and Secondary=VirusGun (antipersonell)

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Oct 09, 2010 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's an example of how I have my Patriot defense set up using a .shp turret. Hope it helps.

Rulesmd.ini

[RFPATRIOT]
Turret=yes
TurretAnim=RFPATRIOT_A
TurretAnimIsVoxel=false
TurretAnimX=-0
TurretAnimY=-0
TurretAnimZAdjust=-32

Artmd.ini

[RFPATRIOT]
Cameo=PATICON
Remapable=yes
Foundation=2x2
Buildup=RFPATRIOTMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20

[RFPATRIOT_A]
Image=RFPATRIOT_A
Start=0
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Layer=top
NewTheater=no
Shadow=yes

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