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Multiple Turrets
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Brunadin
Vehicle Driver


Joined: 27 Jul 2013

PostPosted: Sat Jul 27, 2013 6:00 am    Post subject:  Multiple Turrets
Subject description: Questioning possible multipe active turrets in YR
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Been away from RA2/YR for a while and can't remember if a single unit can have multiple turrets active at once and all of which target and fire at an enemy?
If this is covered in a different post I didn't catch it and would appreciate a point in the right direction.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Jul 27, 2013 6:17 am    Post subject: Reply with quote  Mark this post and the followings unread

You can have two turrets each on a single unit with its own primary and secondary fire offset, at least using Ares. Using the primary and secondary weapon, but only one weapon can fire at a single point in time. So two weapons cannot fire in sync ever.

Though I think I remember reading somewhere back a while ago about Kenosis making it possible somehow with GZ? "I'm not sure which topic it was so I can't be sure, it was a while back."

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jul 27, 2013 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm... A unit can have two weapons on one turret, two turrets is not possible. You can give a building a custom shp turret that looks like multiple turrets tho, but it will still work like a single turret.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Jul 27, 2013 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC GearZero did it by allowing you to attach dummy units on an individual unit. So it could have multiple turrets (although this also meant each Turret picked off its own target)

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Brunadin
Vehicle Driver


Joined: 27 Jul 2013

PostPosted: Sat Jul 27, 2013 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could using a *tur.vxl and a identical *barl.vxl offset from each other to both "turret" locations be able the fool the logic enough to work.  Unless I hear otherwise I'm gonna try it after work and see.  There would have to be some messing with the art entry of course.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sun Jul 28, 2013 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Would the barrel not move and turn dependent on the center of the turret, rather than around its own center?

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Brunadin
Vehicle Driver


Joined: 27 Jul 2013

PostPosted: Mon Jul 29, 2013 8:56 pm    Post subject: Settled It Reply with quote  Mark this post and the followings unread

Spent yesterday trying different methods and could not find a way suitable  for my needs.  Ended up settling for a single turret on the unit.  Thanks for the help, suggestions, and feedback all.  I appreciate the help for a prodigal novice. I attached pics of what I settled on doing.



RA2YR_MOD_02.jpg
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RA2YR_MOD_02.jpg



RA2YR_MOD_01.jpg
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RA2YR_MOD_01.jpg



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