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Skyhammer_216's LMB wont turn [Solved]

Posted: Sat Sep 24, 2011 7:25 am
by Executer94
I downloaded Skyhammer_216's LMB (the missile turret) and placed it in my map. When I play and use it I can shoot and turn around with the view but the turret itself wont move.

Here is the odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "LMB.msh"

[Properties]

BUILDINGSECTION = "BODY"

//Pilottype = "self"

MapTexture = "turret_icon"
MapScale = "1.2"

GeometryName = "LMB"

ExplosionName = "tur_bldg_beam_exp"

DestroyedGeometryName = "wrecked"

MaxHealth = "5000.0"

HealthTypeForLockOn = "Droid"

BUILDINGSECTION = "TURRET1"
//Pilottype = "self"
ForceMode = 1
TurretNodeName = "aimer_y"

PitchLimits = "-10 30"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
WeaponName = "LMB_missile"
WeaponAmmo = "0"

MaxTurnSpeed = "15.0"
MaxPitchSpeed = "15.0"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "15.0"
PCMaxTurnSpeed = "15.0"

//HitLocation = "p_-os_gun 10"

AimerNodeName = "aimer_x"
AimerPitchLimits = "-30 30"
AimerYawLimits = "0 0"

BarrelNodeName = "hp_fire1"
//BarrelRecoil = "0.0"
FirePointName = "hp_barrel1"

NextBarrel = "-"

BarrelNodeName = "hp_barrel2"
//BarrelRecoil = "0.0"
FirePointName = "hp_fire2"

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"

Re: Skyhammer_216's LMB wont turn

Posted: Sun Sep 25, 2011 6:58 pm
by Darth_Spiderpig
What's inside the msh.option file?

Re: Skyhammer_216's LMB wont turn

Posted: Mon Sep 26, 2011 9:23 am
by Executer94
There is no option file as far as I see.

Re: Skyhammer_216's LMB wont turn

Posted: Mon Sep 26, 2011 11:17 am
by Darth_Spiderpig
Hehe, then create one and put -keep aimer_y aimer_x hp_fire hp_fire2 hp_barrel1 hp_barrel2

That should do the trick.

Re: Skyhammer_216's LMB wont turn

Posted: Mon Sep 26, 2011 1:10 pm
by Executer94
Not the two barrels are turning but the "head" stands still.

Re: Skyhammer_216's LMB wont turn

Posted: Tue Sep 27, 2011 4:01 am
by DarthD.U.C.K.
hmm, that sounds like the turretnode is improperly named, could you please upload the msh or post a link to the pack that includes the turret?
you dont need to keep firepoints in the msh.option by the way.

Re: Skyhammer_216's LMB wont turn

Posted: Tue Sep 27, 2011 9:38 am
by Executer94
Here is the link to the turret:
http://www.megaupload.com/?d=C5PVS81X

Thanks man you help me alot around here :)

Re: Skyhammer_216's LMB wont turn

Posted: Tue Sep 27, 2011 9:59 am
by DarthD.U.C.K.
no problem :)
are you sure you posted the right odf? the the turretnodename in the msh really is "aimer_y" and in the other thread you posted an error that compleained about the turretnode "turret_y" not existing.

Re: Skyhammer_216's LMB wont turn

Posted: Tue Sep 27, 2011 10:07 am
by Executer94
Ohhh yeah I tried to fix the problem myself before and used the hoth turret as example and copied all the stuff in it. Here is the right odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "LMB.msh"

[Properties]

BUILDINGSECTION = "BODY"

//Pilottype = "self"

MapTexture = "turret_icon"
MapScale = "1.2"

GeometryName = "LMB"

ExplosionName = "tur_bldg_beam_exp"

DestroyedGeometryName = "wrecked"

MaxHealth = "5000.0"

HealthTypeForLockOn = "Droid"

BUILDINGSECTION = "TURRET1"
//Pilottype = "self"
ForceMode = 1
TurretNodeName = "aimer_y"

PitchLimits = "-10 30"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
WeaponName = "cis_weap_missile"
WeaponAmmo = "0"

MaxTurnSpeed = "15.0"
MaxPitchSpeed = "15.0"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "15.0"
PCMaxTurnSpeed = "15.0"

//HitLocation = "p_-os_gun 10"

AimerNodeName = "aimer_x"
AimerPitchLimits = "-30 30"
AimerYawLimits = "0 0"

BarrelNodeName = "hp_fire1"
//BarrelRecoil = "0.0"
FirePointName = "hp_barrel1"

NextBarrel = "-"

BarrelNodeName = "hp_barrel2"
//BarrelRecoil = "0.0"
FirePointName = "hp_fire2"

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"

Re: Skyhammer_216's LMB wont turn

Posted: Tue Sep 27, 2011 10:13 am
by DarthD.U.C.K.
try a clean. and check if there is still an error about "turret_y" missing.
the original odf has to work if you add the msh.option with to keep the aimers and barrels.

Re: Skyhammer_216's LMB wont turn

Posted: Tue Sep 27, 2011 10:35 am
by Executer94
It works! Thank you man! :D