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Firing offset and turrets
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Danielqd
Civilian


Joined: 21 Dec 2025

PostPosted: Sun Dec 21, 2025 12:53 am    Post subject:  Firing offset and turrets
Subject description: Is it possible to set the FLH of a weapon independent from the turret when the unit has one?
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Holiday's greetings everybody! I discovered the Forum very very recently but fell in love at once. Truly very nice and helpful.

Since I'm a new comer and are still learning, if I do anything out of "convention" here, please do let me know and I'll adjust. Thank you in advance!

Now back to the question. I realize the description of the question is a bit awkward. Basically I'm wondering if it is possible to allow the firing offset for a secondary weapon to be fixed on the body of the unit, not on the turret, when there is a turret. Case in mind is a naval unit like a missile destroyer, where you have a turret for its primary naval guns, but want its secondary AA missiles to NOT be firing from the turret, but rather somewhere else on the ship.

My understanding of the primary(secondary)FLH in the art.ini is that they are all relative to the turret if there is one (correct me if I'm wrong), so this seems hopeless. I can imaging an escape route via adding initial passengers and use the battlefortress logic to mimic the secondary weapon, but still I'm curious if it is at all possible to directly adjust the FLH.

I tried to search but could not find a similar post on the forum. I apologize if this has already been discussed.

Thank you guys! Merry Christmas and Happy new year!

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Dec 21, 2025 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

My understanding is that the FLH offsets are from 0,0,0 of the object, not from the turret. As these FLH applies to infantry/buildings also which are SHP and may not have turrets.

Check - https://modenc.renegadeprojects.com/PrimaryFireFLH

Edit: I have to correct my understanding, it uses turret center when present. May be merging turret with the body of the voxel (like most vanilla RA2 voxels) is the way.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Dec 21, 2025 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

FLH is relative to the turret, so TurretOffset won't change it.

This also means you can't have a conventional gun shoot from a fixed point on the body AND a gun from the barrel of the turret, both have to be mounted to the turret.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Danielqd
Civilian


Joined: 21 Dec 2025

PostPosted: Sun Dec 21, 2025 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you both! I guess I'll just use the Ares initialpayload.types and set the alternative FLH then. I guess I could use a fake turret like the vanilla destroyer, but then it must face the object it is firing at, o/w it looks weird graphically Smile

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