Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 4:11 pm
All times are UTC + 0
SecondaryFirePixelOffset has no effect?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [2 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Nov 26, 2017 8:46 am    Post subject:  SecondaryFirePixelOffset has no effect? Reply with quote  Mark this post and the followings unread

Quote:
PrimaryFireDualOffset=
When set to true, this means that the building uses both PrimaryFirePixelOffset and PrimaryFireFLH. This allows the building to use PrimaryFirePixelOffset to determine where 0,0,0 (from PrimarFireFLH) is located, instead of dead center. This can be used quite effectively to make a non-symmetrical building look like it has a turret when in fact it does not.

PrimaryFirePixelOffset=
SecondaryFirePixelOffset=
Dictates where the weapon will shoot. It is different than PrimaryFireFLH in that it uses pixels, and not leptons. Usually used when the building has no turret. The first value is the x value from the center of the image, and the second value is the y value. It defaults to 0,0 and no matter the direction that the weapon is firing, it will always shoot from that location, unlike PrimaryFireFLH which takes into account the movement of the firing location.

There isn't a tag called SecondaryFireDualOffset. I searched though the gamemd.exe.
But when I set both PrimaryFirePixelOffset and SecondaryFirePixelOffset, my building still fires its Secondary using FLH calculated by PrimaryFirePixelOffset, ignoring SecondaryFirePixelOffset.

_________________

Back to top
View user's profile Send private message Skype Account
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Nov 27, 2017 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Passengers inside an opentopped seem to override the opentopped's GuardRange= if it's not set.
Once a GI enter my prism tank, it won't acquire target within its range but a short range which looks like GI's range. When I unload the GI, it gains back its range again.

_________________

Back to top
View user's profile Send private message Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [2 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1641s ][ Queries: 11 (0.0070s) ][ Debug on ]