The first turret would need to turn with the yaw motion and have two barrels moving in tandem for the pitch motion and be controlled remotely (though that's not really pertinent here). Here is an example of what I'm doing (obviously not the actual turret).
1. The nodes referred to in the ODF are the names of the barrel objects in XSI, not nulls, correct?
I'm also not quite sure about how to assign the aimer_y and aimer_x. FragMe! said that "x is the shaft" implying to me that the shaft that the gun would yaw on (on the y-axis) was the aimer_x and the gun barrel (on what was the z-axis) was the aimer_y. However, it would make more sense to me if the aimer_y corresponded to the y-axis, and I feel I'm supported by the fact that p_os-gun and hp_fire are children of the aimer_x. (I also don't understand what it means to have both pitch and yaw limits for both of the nodes, but that's another question for another day.)
2. So if I'm correct in thinking that he switched up the names on accident, what object would be named the aimer_x, since both object facing in the correct axis are already labeled (if I was correct in Q.1)?
3. I feel a bit daft asking this, but for what is the hp_active used?
4. And just to make sure, the primitive collision is a child of the node it represents, correct?
The second turret would be an aesthetic turret that would just fire lasers and not do any damage; a turret for show, and in the same vain as the ship to ship turrets in the space maps (for example, spa1_prop_all_shipturret). I was looking through the aforementioned ODF and the turret I noticed still had the aimer_x and aimer_y node names in there. My turret will also have 2 barrels like the example turret.
5. Is a hierarchy like the one quoted still required even if the turret is not going to move, or will a dummyroot, hp_fire_1, and hp_fire_2 due, or somewhere in between?
6. If the hierarchy is not needed, would I just need the BUILDINGSECTION of the armedbuilding in the ODF and then just stick all weapon info under that?




