Madin 11 Posted May 21, 2015 (edited) I have a Flak cannon that I would like for the barrel to always be pitched up. In Generals there was a setting in the 'TurretAI' section (NaturalPitchAngle), that could achieve this. Of course this is not present in C&C3 code (the 'NaturalTurretAngle' still is though). Any ideas has to how I can get the desired effect? The Slingshot in Kane's Wrath has barrels that are always pitched upwards at an angle, but the issue is that the end result is that the barrels do not line up correctly with a target, so whatever was done with the Slingshot is not an ideal solution. Thanks for any help! Edited May 21, 2015 by Madin Share this post Link to post
Ravendark 46 Posted May 21, 2015 did you try experimenting with following settings in the turret section of the modelconditionstate (look at the vertigo how its turret is set up) <xs:attribute name="TurretNameKey" type="xs:string" /> <xs:attribute name="TurretArtAngle" type="Angle" /> <xs:attribute name="TurretPitch" type="xs:string" /> <xs:attribute name="TurretArtPitch" type="Angle" /> <xs:attribute name="TurretID" type="SageInt" default="-1" /> this should be the best way i can think off if it works, besides that a dirty solution would be to link to the barrelmesh unto a seperate bone that is used to animate the turret pitch. You would have turret Y bone that controls the actuall pitching, it basicly is in a horizontal position in idle state. the actuall barrel mesh pointing up you link to a fake bone, in its idle state you point that up like you have in your picture. Then you create a preattack transistion state where the fake bone lines up with the actuall turrety bone, after it preattack both bones should line up and the shots will look right. if you tweak the animation and its speed correctly i might work ...more or less. Share this post Link to post