Jump to content
We see you're using an ad blocker of some kind. And hey, that's okay! Some of us do, too! We just want you to know
that we don't use conventional spammy ads at CNCNZ.com. We only link to our own internal projects, or other sites
within the Command & Conquer community! Who knows, you might see a mod or download you like! Thanks!
Sign in to follow this  

I'm still puzzled with this pitch bug

Recommended Posts

It never happened in TW, but no matter what I set, from PitchHeight="0%" to MinimumPitch="-135d", even change bone's rotation, it always pitch high when attacking.






It never happened in TW mod.


Share this post

Link to post
Share on other sites

I'm not sure, but I do know that the Slingshot suffers from the same problem


(In WB the slingshot's turret is zero'd, but ingame it is always pointing 5d too high; so the turret pitches higher than the targets its firing at & when idle)

Share this post

Link to post
Share on other sites
This is what I find in xsd:

<xs:complexType name="ModelConditionStateTurret">


<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" />


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this