

Minigun Black Hawk Transport issues
#1
Posted 11 February 2010 - 02:10
The Primary weapon will be the minigun & any troops that are being transported inside it will also ba able to fire from it:
1. Is it possible to have the helicopter appear like the Orca does when built, but once it takes off from the airfield, it no longer reserves a space? (preferred). Or have the helicopter appear from above like the Hammer head does in Kane's Wrath?
2. Has the main weapon will be firing from the side, I'd like the helicopter to attack targets with the minigun side-on (The Orca attacks head-on). How would I go about coding this?
3. The helicopter has to be able to land to pick up and drop off troops, is this possible on the Orca locomotor?
4.Would there be any issues with there being garrisoned weapons & the main (minigun) weapon conflicting? For example the garrisoned weapon being used instead of the minigun? (I'm mainly thinking about the side-on attack that the main weapon uses vs the all around attack of garrisoned weapons).
Thanks!
#2
Posted 11 February 2010 - 02:57
2. No idea.
3. This is controlled by something else (don;t know what), locomotors just control how it moves.
4. The infantry inside are separate units so do not interact with the carrier's weapons.
Note; Use GArrisonCaontain for this to get units to fire out, theres a mobile garrison line in it so don;t worry.
#3
Posted 11 February 2010 - 17:11
#4
Posted 12 February 2010 - 08:42
#7
Posted 23 February 2010 - 05:45
Edit: When you tell them to fire on their targets. When left alone...that I'm not sure.
Edited by Destiny, 23 February 2010 - 05:46.

#8
Posted 23 February 2010 - 09:24
You can try making the whole chassis the turret, but it looks odd when it flies sideways.
#9
Posted 23 February 2010 - 22:37
JJ, on 23 Feb 2010, 9:24, said:
You can try making the whole chassis the turret, but it looks odd when it flies sideways.
Yes the side door turrets work, but the helicopter will always turn to face a target, rendering it useless.
#10
Posted 24 February 2010 - 09:35
#11
Posted 24 February 2010 - 11:11

#13
Posted 25 February 2010 - 09:34
#15
Posted 26 February 2010 - 10:14
#16
Posted 27 February 2010 - 10:52
JJ, on 26 Feb 2010, 10:14, said:
Thanks for the information, unfortunately it did not work.
#18
Posted 27 February 2010 - 12:06
Slye_Fox, on 27 Feb 2010, 11:33, said:
The unit turning when commanded is hard coded.
Try making the chassis a turret.
But what about the post below?
JJ, on 23 Feb 2010, 9:24, said:
#19
Posted 27 February 2010 - 12:15
#21
Posted 27 February 2010 - 21:31
#24
Posted 28 February 2010 - 14:01
Madin, on 27 Feb 2010, 21:31, said:
You can set it to see it's natural position as already turned by a certain angle. This way, whenever the turret (in this case, the whole helicopter) aims somewhere, it will first rotate sideways to compensate this offset.
Codewise, use NaturalTurretAngle in the TurretSettings of a WeaponSlotTurret. See the GDIBattleship as an example if you need one.
#25
Posted 28 February 2010 - 15:11
Golan, on 28 Feb 2010, 14:01, said:
Madin, on 27 Feb 2010, 21:31, said:
You can set it to see it's natural position as already turned by a certain angle. This way, whenever the turret (in this case, the whole helicopter) aims somewhere, it will first rotate sideways to compensate this offset.
Codewise, use NaturalTurretAngle in the TurretSettings of a WeaponSlotTurret. See the GDIBattleship as an example if you need one.
<TurretSettings TurretTurnRate="200" RecenterWhenOutOfTurnRange="false" NaturalTurretAngle="-90d" AllowsPitch="false"> <!--MaxDeflectionClockwise="45d"--> <!--MaxDeflectionAntiClockwise="45d"--> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="false"> <!--RotateToTargetWhenAiming="true"--> </TurretAITargetChooserData> </TurretSettings>
The problem here is that the Helicopter always faces the angle inputted into the 'NaturalTurretAngle' attribute, even when on the airfield!
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