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
hiding a bone
Started by Annullus The Grey, Jun 16 2010 09:43 PM
2 replies to this topic
#1
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.
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#2
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
http://forums.revora...rret code bfme2
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#3
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 ?
If your reading this i probably am drunk in a ditch somewhere near you
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