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Zero Editor not loading custom turret [Solved]

Posted: Sun Jan 15, 2012 4:03 am
by Marth8880
I decided to try my hand at making a turret, so I started one up today, did all of the setup things, and exported using MshEx (the ZE Tools exporter doesn't like nulls very much). Then I tried loading the ODF in Zero Editor, but I got a message saying, "Could not open/find <tur_bldg_AAgun> ODF or MSH", even though all of the names are right. I tried making a turret into a prop, and that worked in Zero Editor and in-game, but making it into an actual turret does not work.


tur.req
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"tur_bldg_AAgun"
}
}
tur_bldg_AAgun.req
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"tur_bldg_AAgun"
}
}
tur_bldg_AAgun.odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "aa_gun_01.msh"

[Properties]


BUILDINGSECTION = "BODY"

RespawnTime = "999999.9"

MapTexture = "turret_icon"
IconTexture = "HUD_all_lascannon_icon"

MapScale = "1.2"
HealthTexture = "HUD_kam_turret_icon"

GeometryName = "aa_gun_01"

MaxHealth = "100000.0"



BUILDINGSECTION = "TURRET1"

ForceMode = 0

TurretNodeName = "aimer_y"

PitchLimits = "-30 30"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"
//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
WeaponName = "tur_weap_recoilless_rifle"
WeaponAmmo = "0"

MaxTurnSpeed = "3.8"
MaxPitchSpeed = "3.8"
PitchRate = "1.0"
TurnRate = "1.5"
PCMaxPitchSpeed = "3.0"
PCMaxTurnSpeed = "3.0"



TURRETSECTION = "TURRET1

AimerNodeName = "aimer_x"
AimerPitchLimits = "-30 30"
AimerYawLimits = "0 0"
EyePointOffset = "0.0 2.5 0.0"
TrackCenter = "0.0 0.0 -2.0"
TrackOffset = "0.0 3.6 2.0"

BarrelNodeName = "hp_fire_L"
BarrelRecoil = "0.0"
FirePointName = "hp_fire_L"

NextBarrel = "-"

BarrelNodeName = "hp_fire_R"
BarrelRecoil = "0.0"
FirePointName = "hp_fire_R"



TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

FoleyFXGroup = "metal_foley"
Model hierarchy
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Image

EDIT:

Huh, loading the turret through the world1 folder seemed to fix the problem, and it even works in-game! :)