Rolfy, candle, silent thunder.
Cheers guys.
Quote: "Is it 2 entities or 1"
Its 2. Originally I thought that I could rig the tank so that the entire turret was rigged to the "head" bone. Then I could use the rotatehead command in the scripts to rotate just the turret to the player. Thing is, there's only a rotatehead command, and not a rotateheadtotarget command, so I could only make the turret rotate around wildly.
Then split it up as 2 entities ( the tank itself and the turret), and made a firespot bone at the end of the barrel of the turret.
created 2 new entities, both characters, using the meshes. The bottom script was scripted static in the video. The turret uses regular enemy FPI's ,static and shoot.
Final part, I created a new weapon in the gamecore. Used the LAW as a template, except I made the Vweap a tiny transparent cube. Called the gun "tankturret"
Back to the editor and set the turrets weapon as the new "tankturret" weapon. In game the invisible VWEap file is attached to the very end of the barrel, this is where the missiles "shoot" from.
it's not an animation, that tank has an actual weapon, that you can tweak the stats of...
This means incredible things. That tank could have a huge mortar on it, and the weapon could be configured (through the gun and flak spec) to fire like mortar shells. YAY.
Hope that helps clear up how it's done... I'm gonna be writing a few tutorials on how to do some "advanced?" stuff, so don't worry if you didn't get it... It'll be clearer soon!
Quote: "
only thing i can syggest is change the explosion a bit, it looks a bit fake to me, but other than that awesome work!"
Yeah I know, I took out the transparency from it and now it looks rubbish...
..oh and yeah... pants is a UK thing for "not very good", it's a bit out-dated, but there's the AUP to think of.
(is it AUP, I can't remember)