Magic Staff (Isengard-Saruman) Modified weapon.ini to improve the look and feel of Saruman's standard attack. |
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Register and log in to move these advertisements down Tank turrets in BFME 2
Maybe it's a dream come true, but it comes a few years too late. Perhaps it's a sign of things to come for CNC3. What I do know is we not only have access to 3 turrets per vehicle, we can now set firing arcs for these turrets. This was a great improvment for the BSG mod. But never the less, here it is. Found in the cinimatic object folder named "tank" This portion of code set up the turrets as weapons. Notice you have to place new public bones for the turrets, these bones should be the name of the mesh that makes up the seperate turret object. This tankdraw module tells the unit that this unit will have turrets. It also sets up the tread FX.
Here is where the new magic begins, you can restrict the firing arc and the starting turret angle. Why is this important you ask? Because you can now make a WWI tank that has a machine gun turret on each side and limited to only firing to each side within a limited firing arc. Or you could have a bunker that limits it's firing arc. Or perhaps a spaceship where the turrets are mounted on the sides and should not be able to fire through itself. Many uses for this gift from EA.
How this can be used for BFME2? Only you can tell me... (can you say, mounted archers that fire while moving and not shoooting behind themselves ;) ) CommentsDisplay order: Newest first ambershee - Monday August 27, 2007 - 22:12 I have a solution that works in all three games, that allows you to have any number of different turrets you so desire. Perhaps I should write a tutorial at some point, when I've finished my mod =] jimiojoe - Thursday April 19, 2007 - 15:47 waheeyy awesome find that is Hostile (Administrator) - Thursday April 12, 2007 - 21:05 This is not true. I used it to create three turrets on the Battlestar Galactica mod. All turrets fired correctly and independantly. The only thing I haven't fully tested on all three turrets was the firing arc restrictions and starting arc angles. Lord Of Gifts - Saturday March 31, 2007 - 17:47 It should be mentioned that the Secondary and Tertiary turrets don't actually work. Still only one turret per object. :( Solinx (Team Chamber Member) - Friday March 30, 2007 - 6:15 Never tried it, but it does look that way. watsupcuz - Friday March 30, 2007 - 2:14 So what this does will allow just say, the rohirrim archers to move and shoot like in the movies. If it does you may want to give nazgul a pm and tell him. |
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