FIX FOR SERAPHIM T1 MOBILE AA+UEF NUKE SUB

This is for troubleshooting of problems with the FAF client and Forged Alliance game.

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FIX FOR SERAPHIM T1 MOBILE AA+UEF NUKE SUB

Postby A_vehicle » 11 Aug 2012, 23:55

The solution to the Seraphim mobile aa shooting into the ground while moving is simple:
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...
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Re: FIX FOR SERAPHIM T1 MOBILE AA+UEF NUKE SUB

Postby Vault54 » 12 Aug 2012, 14:42

Will be fixed at least in next Diamond update. Although there is no difference in simulation wise, the two muzzle firing would look prettier when zoomed very close. That nuke sub thing i have not even noticed before but if it works that is very handy fix too. Im sure FAF people is interested about these fixes too.
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