Pilot animation for turret [Solved]
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Koolaid7g
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Pilot animation for turret [Solved]
Alright, so I was able to successfully make a turret, get it in-game and function. BUT, the character controlling the turret jerks about uncontrollably up and down. It's like he's squatting, up n down. I want the guy to stand straight up, like they do in all the other turrets. What to do?
BTW, he also has no collision geometry, but I think that that's true of all turrets.
BTW, he also has no collision geometry, but I think that that's true of all turrets.
- AceMastermind
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pilot animation types available
You can enter a pilot animation name in the turret ODF under PilotPosition:Koolaid7g wrote:I want the guy to stand straight up, like they do in all the other turrets. What to do?
PilotPosition = "hp_active"
PilotAnimation = "whatever_pilot_animation_you_want "
You can find various pilot animation names in:
BF2_ModTools\assets\Animations\SoldierAnimationBank\human_4
Examples:
standing
man_gun
man_minigun
gallop
drive
ride
minigun_9pose
observeinstruments
ride_shoot
stap_ride
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Penguin
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RE: Re: More turret fun
Turret needs to be made up of primitive collisions, don't ask me how to set them up as I have tried and failed with turret collision.
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Koolaid7g
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RE: Re: More turret fun
@ Ace- Yup, that was my mistake with the spazing: I had "minigun_9pose" for a full, stand-only turret anim. Guess it didn't like that
@Penguin: Like, set up a collision where the soldier would be?
@Penguin: Like, set up a collision where the soldier would be?
- AceMastermind
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Primitives setup for turret
Here's a pic of how i set up the working collision on my "death_star" turret using 1 collision mesh and 3 primitives.
Hidden/Spoiler:
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Koolaid7g
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Excellent! Collision is taken care of.
Sorry to be a pain in the butt folks, but is the location where you're placed after exiting a turret controlled by a null? I can't seem to be able to exit-spawn directly behind my turret, only off to the left. Which might not be so bad normally, but the turret is placed between two ledges; one on the left and one on the right.
Sorry to be a pain in the butt folks, but is the location where you're placed after exiting a turret controlled by a null? I can't seem to be able to exit-spawn directly behind my turret, only off to the left. Which might not be so bad normally, but the turret is placed between two ledges; one on the left and one on the right.
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shade...
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EGG_GUTS
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Koolaid7g
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Penguin
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Qdin
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well, then the model itself will rotate too, and if he rotates the model in ZE he'll just be the same place as before
The answer is pretty close to Pingy's with an important exception:
You're gonna rotate the meshes 90 degrees so it's placed where it was before
This was he'll 'jump out' from the right side - hopefully 
The answer is pretty close to Pingy's with an important exception:
You're gonna rotate the meshes 90 degrees so it's placed where it was before
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Penguin
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Qdin
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