Posted: Thu Nov 15, 2018 1:17 am Post subject:
SHPs turrets proplem
well I just don't know why this happens now, when the turret is a SHP the game or the building go nerdy
like some times the turret never show up
some times it shows up on the snowed maps while not the others
here is my codes
{RULES CODES}
Code:
[BuildingTypes]
XX=SRSAM
[Aniamtions]
xx=SRSAMTUR
[SRSAM]
UIName=Name:SRSAM
Name=Short Range Sam
Image=SRSAM
BuildCat=Combat
Primary=SRR
LandTargeting=1
NavalTargeting=6
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,RADAR
Adjacent=4
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
Maxdebris=3
MinDebris=2
ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=no
Powered=yes
Turret=yes
TurretAnim=SRSAMTUR
TurretAnimIsVoxel=false
TurretAnimZAdjust=55
;TurretAnimX=0
;TurretAnimY=0
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
AIBuildThis=yes
Because you don't have files for generic theaters, i.e. sgsamtur.shp
The second letter in filename determines in which theater it will be used.
g - generic
a - snow
t - temperate
u - urban
n - new urban
d - desert
l - lunar
Most time you only need generic and snow _________________
Any new modders can learn from the SHP turret itself, not the theater. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
SHPs can't tilt, only rotate, and you need to use FirersPalette=yes in rules code (See other similar projectiles like DOGJUMP). _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Okay, but I have another question about voxel projectile
Why when it's meant to be a ground to air VXL projectile, it fly's in a straight course untill it become 3 cell close to the target then it tilt and climbs up to hit the target
for example:
the range of the weapon is (100) cells
and the target is in range in the 90th cell, the turret uses it's given anti-air weapon and launch's it's projectile
but the projectile takes about 85 cell paralleled to the ground in the same height untill it's 5 cells close to the target and tilts upwards the target and climb up to hit it sort of vertically
so why it deosnt tilt up from the exact moment it get's fired from the turret
and from the exact moment it get's fired
here is my projectile code, you will notice that the (CourseLockDuration=1)
That's just how homing missiles work in RA2, it's part of the reason most projectiles have a short range. Look at the Aegis cruiser's missiles, the only reason they first go up is because the CourseLockDuration is long enough. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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