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: Select all
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...