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How do i change the float height of auto turrets?
Posted: Fri Sep 09, 2011 8:24 pm
by Dakota
tried searching this and it said no suitable matches found...
i know people have done this before as seen in other mods. i wanted to make my auto turret not float at all. so that it would be half way into the ground and look like just a bump on the ground. its for a shield bunker dispenser i made.
Re: auto turret float height
Posted: Fri Sep 09, 2011 8:31 pm
by Unlucky13
The only thing I can think of is to move the model down in xsi.
Re: auto turret float height
Posted: Fri Sep 09, 2011 9:21 pm
by FragMe!
Are you using a custom made turret or the shipped com_weap_inf_dropturret?
The shipped one has 2 collision primitives, p_-so_sphere (this is at the same height and size as the turret sphere) and p_-vbt_cube which is a cube whose width is the same as the diameter of the sphere and its height is from the ground to the top of the turret sphere.
The first collision is for the soldier and ordnance, second is the terrain, building & vehicle collision which is what actually what makes it "float" above the those surfaces.
For what you want to do you would have a -vbt collision that starts halfway though the upper half of the sphere so it stops halfway though the ground. Which if you were intending on using the shipped turret model is not possible without editing in XSI and re-exporting
Re: auto turret float height
Posted: Fri Sep 09, 2011 9:29 pm
by Dakota
FragMe! wrote:Are you using a custom made turret or the shipped com_weap_inf_dropturret?
The shipped one has 2 collision primitives, p_-so_sphere (this is at the same height and size as the turret sphere) and p_-vbt_cube which is a cube whose width is the same as the diameter of the sphere and its height is from the ground to the top of the turret sphere.
The first collision is for the soldier and ordnance, second is the terrain, building & vehicle collision which is what actually what makes it "float" above the those surfaces.
For what you want to do you would have a -vbt collision that starts halfway though the upper half of the sphere so it stops halfway though the ground. Which if you were intending on using the shipped turret model is not possible without editing in XSI and re-exporting
could i just remove the collision? i don't have or know how to use XSI.
Re: auto turret float height
Posted: Fri Sep 09, 2011 11:11 pm
by FragMe!
It would fall though the ground (been there, done that, wondered where it went)
Re: auto turret float height
Posted: Sat Sep 10, 2011 12:21 am
by Dakota
FragMe! wrote:It would fall though the ground (been there, done that, wondered where it went)
hmm. ok then. wow i need to actually download XSI and learn to use it likes i have been planning to for over a month. i wanted to make a new tank, maybe a new model, some animations, and now this...
time to go to the modeling section

Re: auto turret float height
Posted: Sat Sep 10, 2011 1:40 am
by keenmike
This is how I move objects in a map world. Search in the world folder for the file that contains all map objects. Look for a WLD or LYR something like that file. Inside it you will find the objects labled with names similar to that of the mesh models of your map. The objects will have values that tell where on the map they go. Adjusting one value, the one in the middle of the ChildPosition line for example -33.151 will move it up or down.
Object("lampost32", "bes2_bldg_street_lamp", 27710001)
{
ChildRotation(1.000, 0.000, 0.000, 0.000);
ChildPosition(-141.134, -33.151, -77.871);
SeqNo(27710001);
Team(0);
NetworkId(-1);
Layer(2);
}
At first thought this would help you but now rethink my mod map making ways take to much time.
Can't wait to see your tank Dakota.
Re: auto turret float height
Posted: Sat Sep 10, 2011 6:27 am
by DarthD.U.C.K.
i think hes talking about a dispensable autoturret...
Re: auto turret float height
Posted: Sat Sep 10, 2011 10:13 am
by Dakota
DarthD.U.C.K. wrote:i think hes talking about a dispensable autoturret...
yep... (its a turret that mades a shield)