Forged Alliance Forever Forged Alliance Forever Forums 2012-08-12T14:42:03+02:00 /feed.php?f=3&t=1680 2012-08-12T14:42:03+02:00 2012-08-12T14:42:03+02:00 /viewtopic.php?t=1680&p=17585#p17585 <![CDATA[Re: FIX FOR SERAPHIM T1 MOBILE AA+UEF NUKE SUB]]> Statistics: Posted by Vault54 — 12 Aug 2012, 14:42


]]>
2012-08-11T23:55:59+02:00 2012-08-11T23:55:59+02:00 /viewtopic.php?t=1680&p=17554#p17554 <![CDATA[FIX FOR SERAPHIM T1 MOBILE AA+UEF NUKE SUB]]> Set the second muzzle back to 'Turret_Muzzle02' and then set 'UseFiringSolutionInsteadOfAimBone' to 'true'
This will allow it to walk and fire from both muzzles at its target.
Also, adding these lines of the UEF nuke sub's firing script will allow it to properly close its missile doors:
Code:
            PlayFxMuzzleSequence = function(self, muzzle)
                local bp = self:GetBlueprint()
                self.Rotator = CreateRotator(self.unit, bp.RackBones[self.CurrentRack].RackBone, 'z', nil, 90, 90, 90)
                muzzle = bp.RackBones[self.CurrentRack].MuzzleBones[1]
                self.Rotator:SetGoal(90)
                TIFCruiseMissileLauncherSub.PlayFxMuzzleSequence(self, muzzle)
                WaitFor(self.Rotator)
                WaitSeconds(1)
                self.Rotator:SetGoal(0) --this tells the door o close without affecting launch time
            end,

Do the same for its nuke missile bay door script. Please implement these bugfixes soon, plz. It looks wierd when two bullets are fired from the same muzzle at the same darn time and the bay doors don't close after firing...

Statistics: Posted by A_vehicle — 11 Aug 2012, 23:55


]]>