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hiding a bone


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#1 Annullus The Grey

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Posted 16 June 2010 - 09:43 PM

is there anyway i can hide a bone on a model when declaring its draw. due to limitations i have been forced to double draw a model so as to allow me to put multiple turrets onto the unit. is it possible therefore to hide an objectbone so as to prevent the glaring issues this creates.
Draw = W3DTankDraw ModuleTag_01
		OkToChangeModelColor	= Yes
		ExtraPublicBone		 = GUNSIDE02 
		
		DefaultModelConditionState
	Model			   = RU_GUNSHIP
		Turret			 = GUNSIDE02
	WeaponLaunchBone	= SECONDARY GUNSIDE02
		  HideSubObjects	 = GUNSIDE01
			
;;; Use these to set up secondary and tertiary turrets;;;
;			SecondaryTurret		= Turret02
;			TertiaryTurret		= Turret03
;;; --------------------------------------------------;;;
End
End

	Draw = W3DTankDraw ModuleTag_02
		OkToChangeModelColor	= Yes
		ExtraPublicBone		 = GUNSIDE01  
		ExtraPublicBone		 = CLONE_01 
		ExtraPublicBone		 = CLONE_02 
		ExtraPublicBone		 = CLONE_03 
		ExtraPublicBone		 = CLONE_04		 
		DefaultModelConditionState
	Model			   = RU_GUNSHIP
;	Skeleton			= RU_GUNSHIP_SKL
	Turret	   = GUNSIDE01 
	WeaponLaunchBone	= PRIMARY GUNSIDE01

		  
;; Use these to set up secondary and tertiary turrets;;;
;			SecondaryTurret		= Turret02
;			TertiaryTurret		= Turret03
;;; --------------------------------------------------;;;


End
End

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#2 Hostile

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Posted 16 June 2010 - 10:08 PM

It was pointed out to me in a thread here that there is little use in using the turret code and that the mumakil code was an effecient way of adding as many turrets as you want.

http://forums.revora...rret code bfme2

#3 Annullus The Grey

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Posted 16 June 2010 - 10:17 PM

yes but for that i would need to seperate the turret from the model and create subunits wouldnt i ?
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