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PrimaryFireFLH doesn't move firing postion center - Why?
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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Mon Jan 31, 2022 9:47 pm    Post subject:  PrimaryFireFLH doesn't move firing postion center - Why? Reply with quote  Mark this post and the followings unread

Was making some experiments about adding turret to building. As i understood observing code of similar solutions, there are only few lines of code needed to be added to building:
Rules:
Primary=Sentry
Turret=yes
TurretAnim=NASNTYTUR
TurretAnimIsVoxel=false ;true
TurretAnimX=-30
TurretAnimY=-20
TurretAnimZAdjust=-200
HasRadialIndicator=yes
Art:
Recoilless=yes
PBarrelLength=200
PBarrelThickness=48
CanHideThings=True
CanBeHidden=False
PrimaryFireFLH=180,250,180

TurretAnimX/Y moved the image of turret to proper place, but whatever changes i make to PrimaryFireFLH, it still looks like invisible turret staying in center line of building and never shifts to side.
Before posting question i did search, read almost dozen of topics about FLH, like these:
https://ppmforums.com/post-65316/help-with-primaryfireflh/#65316
https://ppmforums.com/post-325882/primaryfireflh/#325882
https://ppmforums.com/post-470245/primarysecondaryfireflh-turretoffset-pbarrellength/#470245
https://ppmforums.com/post-609345/how-to-add-shp-or-voxel-turrets-to-buildingtypes-in-yr/#609345
Spent couple hours in trials, still no luck to make such simple f**king task(really got irritated). What's the magic against me??

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Mon Jan 31, 2022 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

could it be "PrimaryFirePixelOffset"?

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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Tue Feb 01, 2022 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

McPwny wrote:
could it be "PrimaryFirePixelOffset"?
Thanks for this hint, never saw this command used, but it shifted the position!(though ModEnc is wrong in description = first number shifts left-right, second up-down).

But now new bug emerged that i couldn't notice before, while being bothered with turret problems = i was trying to add turret to vehicle factory, and after first vehicle is built, turret stops reacting to commands or enemies, moreover gates stay open and no new vehicles come out - freezes in this state forever. If mentioned above turret code in rules.ini is deleted, works again fine = seems like turret code has some problems with production buildings... May it happen you have some hint here too?

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Tue Feb 01, 2022 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

rey wrote:
McPwny wrote:
could it be "PrimaryFirePixelOffset"?
Thanks for this hint, never saw this command used, but it shifted the position!(though ModEnc is wrong in description = first number shifts left-right, second up-down).

But now new bug emerged that i couldn't notice before, while being bothered with turret problems = i was trying to add turret to vehicle factory, and after first vehicle is built, turret stops reacting to commands or enemies, moreover gates stay open and no new vehicles come out - freezes in this state forever. If mentioned above turret code in rules.ini is deleted, works again fine = seems like turret code has some problems with production buildings... May it happen you have some hint here too?

Don't give vehicle factories weapon, vehicles would get stuck in it when it fires, as you have already known. That's all.

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rey
Disk Thrower


Joined: 15 Jul 2019

PostPosted: Tue Feb 01, 2022 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
Don't give vehicle factories weapon, vehicles would get stuck in it when it fires, as you have already known. That's all.
That's very sad news, i was inspired by this building conversion pack..
https://ppmforums.com/post-609346/#609346
And now i wonder why/how did author made WF and ConYard to have turrets?!

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