This would have been great for BSG. But never the less, here it is. Found in the cinimatic object folder named "tank" This portion of code set up the turrets as weapons. Notice you have to place new public bones for the turrets, these bones should be the name of the mesh that makes up the seperate turret object.
This tankdraw module tel the unit that this unit will have turrets. It also sets up the tread FX.
; Draw = W3DTankDraw ModuleTag_01 ; OkToChangeModelColor = Yes ; ExtraPublicBone = Turret01 ; ; DefaultModelConditionState ; Model = NVBtMstr ; Turret = Turret01 ; ;;; Use these to set up secondary and tertiary turrets;;; ; SecondaryTurret = Turret02 ; TertiaryTurret = Turret03 ;;; --------------------------------------------------;;;
Here is where the new magic begins, you can restrict the firing arc and the starting turret angle. Why is this important you ask? Because you can now make a WWI tank that has a machine gun turret on each side and limited to only firing to each side within a limited firing arc.
Or you could have a bunker that limits it's firing arc. Or perhaps a spaceship where the turrets are mounted on the sides and should not be able to fire through itself. Many uses for this gift from EA.
; Behavior = AIUpdateInterface ModuleTag_03 ; AutoAcquireEnemiesWhenIdle = Yes ; Turret ; TurretTurnRate = 180; turn rate, in degrees per sec ; TurretPitchRate = 30; does not pitch ; ControlledWeaponSlots = PRIMARY ; ;;;; Use these to restrict the firing arc of the turret;;; ;; NaturalTurretAngle = 0; Natural angle of the turret relative to the front of the object ;; TurretMaxDeflectionCW = 90; Maximum deflection of the turrect clockwise from the natural turret angle ;; TurretMaxDeflectionACW = 90; Maximum deflection of the turrect anti-clockwise from the natural turret angle ;;;; --------------------------------------------------;;; ; ; End ; ;;;; Use these to set up secondary and tertiary turrets;;; ;; SecondaryTurret ; TurretTurnRate = 180; turn rate, in degrees per sec ; TurretPitchRate = 30; does not pitch ; ControlledWeaponSlots = SECONDARY ; End ; ; TertiaryTurret ; TurretTurnRate = 180; turn rate, in degrees per sec ; TurretPitchRate = 30; does not pitch ; ControlledWeaponSlots = TERTIARY ; End ;;; --------------------------------------------------;;;
How this can be used for BFME2? Only you can tell me... (can you say, mounted archers that fire while moving and not shoooting behind themselves )