The general idea is to add a child node which
will turn in the opposite direction than the turret, hence constantly keeping the original turret's orientation. On this "orientation-keeping node" will be placed the AA gun (here A02)...
Here is a .dat file that I've built to show you how this works (
Note: this .dat file must be placed into the Library folder in order that the AnimationObject is found by SH3).
D/L link:
https://www.mediafire.com/file/4exh4...ation.dat/file
Picture 1: the name must be the same as the name written in the AnimationObject (cf. picture 3).
Picture 2: names must be the same.
Picture 3:
- the AnimName is the same but without < >.
- the <counter_rotation> node will turn in the opposite direction than the <turret> node.
- the Id are linking to the <notset> nodes.
- it is much simpler to have the coordinates of the <counter_rotation> node equal to zero in all boxes (X, Y, Z), else you will have to copy_paste these values into the KeyFrameAnimStartParams - "start" section). So, add a parent node with the proper placement; here, it is the AA_platform node which gives the correct placement).
Picture 4: rotation of the <turret> node along the Y axis (values are computed by the Calculator (quaternion calculator): choose Degrees first (important!), then enter an angle in degrees in the Y-axis boxe). Here: 180° and 360° which makes a complete turn in 2 seconds (arbitrary value).
Picture 5:
- rotation of the <counter_rotation> node along the Y axis, in the opposite direction (-180°, -360°).
- times must be the same (here: 1 and 2 seconds).
NOTE: I didn't test but it's probably possible to add as many AA guns as you want on the turret (just add some extra <counter_rotation> nodes, with different names of course... (like <counter_rotation_1>, <counter_rotation_2> ...)).