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ITB:Lost video


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#21 {IP}Gil-Galad

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Posted 22 September 2005 - 10:47 AM

Ok well i liked the video alot expecially te porters are cool. but i saw the same thing that bothered me before. when th rohirrim are running the archers on them are turning almost 180 degrees which is possible but in real lifethey couldnt do it that much they would need to control the horse. good video nonetheless but we were both right the anims are fine but its just how much he turns it looks like he snaps his back and turns it. That was my only problem with em. and i no the angle isnt fixable.....unless i think i saw something in the arrowstorm ini that they can only turn certain angles look their :)

#22 [OoM]TheNazgul

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Posted 22 September 2005 - 12:42 PM

yea half-dead is working on seeing if he can stop them from turning completly around if we cant get them to stop we will just leave them like that as they did turn a good deal around while firing.
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#23 Dain Ironfoot

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Posted 22 September 2005 - 04:50 PM

Meh.. tell me anyone who has seen the video.. have they implemented the proper horse archer riding while shooting animations, or simply made the archer a passenger on the horse so he spins around?

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#24 {IP}Gil-Galad

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Posted 22 September 2005 - 10:40 PM

o god i love rhetorical questions :laugh:. They didnt do any animsmations at all they added turret logic to the unit thats all, nothing big its already in bfme

#25 ched

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Posted 22 September 2005 - 10:42 PM

turret logic only allows a units to move only its top part when firing in various directions, but not fire while moving right ?
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#26 {IP}Gil-Galad

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Posted 23 September 2005 - 12:37 AM

well the tank fired while moving and it had turret logic.

#27 ched

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Posted 23 September 2005 - 02:22 PM

then the turret logic is the key to fire while moving code, just make a few relevant animations
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#28 Dain Ironfoot

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Posted 23 September 2005 - 06:03 PM

Well there are moving while firing anims already ingame, and already refered to in the code.. they just don't work.

So does the rider just spin around as if on a pivot?

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#29 {IP}Gil-Galad

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Posted 25 September 2005 - 02:30 AM

yeah and me and ched were talking about this online i gave him all the code and the horses shot as they ran but now we want to restrict the degree of movement to make it more realistic

#30 AdmiralGT

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Posted 25 September 2005 - 04:49 PM

There was code in Generals/ZH that allowed that. Can't think of the unit that used it but it's in the turrent behaviour module.

#31 {IP}Gil-Galad

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Posted 25 September 2005 - 08:03 PM

I just took it out of the unit that no one thinks of and its the tank in bfme. it has turret logic and everything and thats how to find out, now we need to restrict the angle of pivoting..

#32 Kelso

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Posted 25 September 2005 - 08:19 PM

There was code in Generals/ZH that allowed that. Can't think of the unit that used it but it's in the turrent behaviour module.

<{POST_SNAPBACK}>


There was? Not to my knowledge as a lot of people tried to come up with ways to restrict the turret rotation.
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#33 AdmiralGT

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Posted 25 September 2005 - 08:31 PM

I'm sure there was something that limited turret movement, I might be wrong, but I'm sure it was there. Probably am wrong, I know it exists for Pitch, but I'm pretty sure you can limit angle as well.

Thinking about it, couldn't you just rotate the turret 90 degrees so that pitch is in the x axis (rather than y) and you'd limit the angle with MaxPhysicalPitch/MinPhysicalPitch.

#34 Hostile

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Posted 25 September 2005 - 08:40 PM

You might be thinking of the sweep of the fire tank. That Works differantly than TL.

#35 AdmiralGT

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Posted 25 September 2005 - 08:43 PM

Could well have been.

#36 {IP}Gil-Galad

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Posted 25 September 2005 - 10:31 PM

ive been looking in the INI.big for generals.....ill keep on looking through all turret stuff until i saw it all...

#37 halbarad

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Posted 30 September 2005 - 06:33 PM

if u changed the pitch and the rotation then it wouldnt work, think about it, it would only move when it was to shoot far away and only on 1 direction.

what is the sweep things cos i cant work out what they are for.

if u cant linit the angle of the turret or whatever then that sucks cos i have a load of things with turrets on either side and they turn into the tank and shoot through it. Is there no way of getting around it?
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#38 Kelso

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Posted 30 September 2005 - 06:36 PM

That was the issue in ZH and no one ever found a way around it.
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#39 {IP}Gil-Galad

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Posted 01 October 2005 - 01:29 AM

Im going to Email EA maybe they can get off their lazy butts and tell us.

#40 Kelso

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Posted 01 October 2005 - 08:25 PM

Im going to Email EA maybe they can get off their lazy butts and tell us.

<{POST_SNAPBACK}>


Won't do you any good, its not possible with the current turret logic. Believe me, I've asked.
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