Remote Turrets not appearing [Solved]
Posted: Tue Aug 18, 2009 10:17 am
here are the odf's
they all appear in ze
(turret has no weaps, supposed to be a security cam
kin_veh_turret_chair.odf wrote:[GameObjectClass]
ClassLabel = "remoteterminal"
GeometryName = "shared_turret_chair.msh"
[Properties]
VehicleType = "remoteterminal"
MapTexture = "rechargedroid_icon"
HealthTexture = "hud_all_turret_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 0.5
GeometryName = "shared_turret_chair"
CollisionScale = "1.5"
CollisionThreshold = "5.0"
HealthType = "vehicle"
MaxHealth = 500000.0
PilotSkillRepairScale = 0.04
PilotPosition = "hp_active"
PilotAnimation = "drive"
IsPilotExposed = "1"
CockpitTension = 22
[InstanceProperties]
RemoteGameObject = ""
NextLinkedTerminal = ""
PrevLinkedTerminal = ""
the roof turrets are there ingame, but the chairs are not.kin_bldg_chaingun_roof.odf wrote:[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "com_bldg_chaingun_roof.msh"
[Properties]
BUILDINGSECTION = "BODY"
MapTexture = "turret_icon"
MapScale = "1.2"
GeometryName = "com_bldg_chaingun_roof"
DestroyedGeometryName = "com_bldg_chaingun_roof_dest"
ExplosionName = "com_inf_rechargedroid_exp"
MaxHealth = "500.0"
AddHealth = 100
HealthTypeForLockOn = "Droid"
BUILDINGSECTION = "TURRET1"
PilotType = "remote"
TurretNodeName = "aimer_y"
PitchLimits = "-10 60"
YawLimits = "-180 180"
PitchTurnFactor = "0.0"
//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
MaxTurnSpeed = "5.0"
MaxPitchSpeed = "5.0"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "5.0"
PCMaxTurnSpeed = "5.0"
//HitLocation = "p_-os_gun 10"
TURRETSECTION = "TURRET1"
AimerNodeName = "aimer_x"
AimerPitchLimits = "-30 20"
AimerYawLimits = "0 0"
TurretYawSound = "turret_whir_yaw_lp defer"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp defer"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip defer"
TurretDeactivateSound = "vehicle_equip defer"
TurretStartSound = ""
TurretStopSound = ""
//FoleyFXGroup = "metal_foley"
//DamageStartPercent = 50.0
//DamageStopPercent = 30.0
//DamageEffect = "com_sfx_vehiclespark"
//DamageStartPercent = 30.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_smokeplume"
//DamageAttachPoint = "hp_smoke_1"
they all appear in ze
(turret has no weaps, supposed to be a security cam