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Old 03-03-09, 05:54 PM   #18
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
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Quote:
Originally Posted by Von M
Dang, I need youz guyz help again. So I got the deck gun working acc0rding to what Jmardlin said and technically it works but has some strange after effects.

1. All the turrets, even the "stock" turrets found in guns_radar.dat, have two sets of barrels. I can elevate one set and it fires and moves just fine. I made sure my naming convention was different from the guns_radars.dat but I might have missed something.

2. For whatever reason I like to have turret #2 as my gun of choice so I entered M02 in the .upc as its node and it moves the turret there but removes turret #1. If I switch it to M01 it reverses the problem #1 turret is there but #2 is gone. If I leave the node blank then both turrets show up and I have control of #1 turret.

I posted v2 up there in case you want to take a look at what I'm talking about.
http://acmestuffco.com/mods/CL%20Cle...20TEST%20v2.7z

Sorry to keep bugging you guys.

Thanks,
VM
First did you remap IDs when you made the gun?
Second, if it is a playable gun, put it inside a slot M01. Just a node and a label and link the guns to it. I can explain if you don't know how. I haven't looked into it to see if this is the problem, little busy at the moment.

Peabody
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