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PrimaryFireFLH in combination with turretspin=yes
#1
I've encountered a bug with the TurretSpin=yes logic. Well, not so much a bug than an undesirable side-effect. As the FireFLH is measured from the turret if the turret is set to spin then whichever animation plays when the weapon is fired will play at different positions around the unit. It obviously fires from the same point on the turret wherever is set in the FLH but because the turret is spinning the animation plays wherever that point of the turret is at that point.
So you can end up with the animation playing at different angles from the body of the unit at different times. Which looks very odd.
The Disk doesn't have this problem because it uses an engine generated effect instead of an animation.
Didn't know if this was a known effect or not so i posted it.

The only fix i can find is to align the FLH to the center of the unit or not use an animation but if the weapon has a projectile it will spawn from the varying places instead of a set position on the unit.

Iv'e added a AlignFLHToBody= tag to the wishlist.
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PrimaryFireFLH in combination with turretspin=yes - by Tratos - 21.08.2006, 20:48:01



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