Numenor awaits, with new armies, units, factions and heroes; witness the darkest Age of Middle-earth |
Welcome Guest ( Log In / Register ) |
Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Creating an asset.… Proper Fire Arrow… Simple Structure B… Making a simple Ma… Quick and easy sno… Making patrols nea… Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold The forests of Dru… Converted BFME2 an… ROTWK animations f… |
|||||||||||||||||||||||||
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. |
|||||||||||||||||||||||||
"One site to rule them all, one site to find them, © All Rights Reserved Eric Edwards ©2013. |