Page 1 of 1

Pillbox - T-34 Turret ?

Posted: Sun Jul 20, 2008 8:36 pm
by Mraah
You guys remember in SPWAW how they had those pillboxes that are actually T-34 turrets by themselves?

I was tinkering with the idea of a destructable pillbox (ie, destructable buildings) and the T-34 turret crossed my mind.

Do you think making a new unit as a pillbox with a T-34 turret (heavy gun attribute) would be useful to anyone?

By the way, I was looking at my HKS-1125 River Boat when I thought about all this ... screenshot below. Yeah yeah, I'm using a discolored t-34 tank graphic but I'm discouraged about the model becuase the rocket launcher (if I add it) would just be static ... unless I make the turret static. Hopefully in future versions it can support multiple tuurets.

Rob



Image

RE: Pillbox - T-34 Turret ?

Posted: Sun Jul 20, 2008 10:03 pm
by Stridor
Rob

It is a good idea ... but ...

Vehicles always turn esp to face attackers. So your building (pillbox) will pivot even if it has movement speed of zero.

Regards

S.

RE: Pillbox - T-34 Turret ?

Posted: Sun Jul 20, 2008 10:13 pm
by benpark
It would certainly be useful for many battles, as this was used by both sides in static defensive positions. An MG pillbox of this type would be great as well.

Would the "body" of the structure necessarily turn, as well as the turret? Is there a way to possibly set the structure to be "immobilized" to avoid it moving if so?

RE: Pillbox - T-34 Turret ?

Posted: Mon Jul 21, 2008 1:32 am
by Stridor
ORIGINAL: benpark

It would certainly be useful for many battles, as this was used by both sides in static defensive positions. An MG pillbox of this type would be great as well.

Would the "body" of the structure necessarily turn, as well as the turret? Is there a way to possibly set the structure to be "immobilized" to avoid it moving if so?

Easy enough to make a pillbox, but not an explodable one [;)]

Any vehicle body will turn. So to make a pillbox with a T34 turret you would make a new vechicle xml "T34_turret" and then just substitue empty.xml for the body, treads, wheels, etc. The turret needs to point to the t34 turret xml. Then it is important in the scenario editor to place the new t34_turret "vehicle" in the right place on top of the pillbox superstructure which is defined in the scene xml as per the map maker.

Enjoy

S

RE: Pillbox - T-34 Turret ?

Posted: Mon Jul 21, 2008 3:09 am
by Mraah

Stridor,

Ok ... hmmm. I'm at work now so I can't test this ... just a theory ....

What would happen if you exported the BODY without a Frame_mesh bone? Or without any bones for that matter.

Since the bones are missing would the game not be able to instruct the body to rotate or would this lock it up?

hmmm.


RE: Pillbox - T-34 Turret ?

Posted: Mon Jul 21, 2008 3:37 am
by Stridor
ORIGINAL: Mraah


Stridor,

Ok ... hmmm. I'm at work now so I can't test this ... just a theory ....

What would happen if you exported the BODY without a Frame_mesh bone? Or without any bones for that matter.

Since the bones are missing would the game not be able to instruct the body to rotate or would this lock it up?

hmmm.


Rob I like your thinking!

Might be worth giving it a go, but from past experience PCK ignores the bones except for muzzle flash, infantry ride & TC positions. The bones are really there for animation assistance. Indeed PCK ignores the body bone and the turret bone (note that everything rotates around the origin 0,0,0 and not the bone pivot). That is why it is vital to place the rotation of the turret over 0,0.

Nice try ...

Regards

S