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PostPosted: Fri Apr 28, 2023 00:41 am 
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Joined: Sun May 23, 2004 18:24 pm
Posts: 597
Location: Indiana
I was thinking someone had built a guard tower at one time, but couldn't find it. So, I built one.

The texture comes from the Hanoi Hilton (bricks) and pasted onto a control tower
(_CTWR1.PIC and _CTWR1_A.PIC). Modded pic-name inside the shape file. Now,
it is GTWR1.SH, _GTWR1.PIC and _GTWR1_A.PIC

Since scenery objects (*.OT) don't allow hardpoints, I selected the ZIF31.NT to start with.

Went into Movement (in the toolkit) and changed all data points to 0 (zero).
Went into Hardpoints (also in the toolkit), changed ZIF31.JT to T12_4.JT.
- Set Location to Centerline; QTY to 32767
- Check Require Load
- Set Up/Down Offset to 60.
- Set Slew Limit Heading to 180
- Set Slew Limit to 60
- All other values to zero; all other boxes unchecked.

3Dshape: gtwr1.SH

At this point, I tested it out. It appeared in Pro under AAA. Ok, that's tolerable.
Flew against it; it worked well. Blew it up, and instead of the damage shape
appearing, I got the damaged vehicle shape.

Here is the fix:
[brent's_relocatable_format]

;---------------- START OF OBJ_TYPE ----------------
;---------------- general info ----------------
byte 3
word 210
word 162
ptr ot_names
dword $821
word $800 <----- Change this to word$100
ptr shape
dword 0
dword 0

Now, the game recognizes it as Scenery on the Pro (and mission) map AND
when the object is destroyed, the structure destroyed shape remains. The
file is still named GTWR1.NT.

Image

The files can be found in here: http://myplace.frontier.com/~usnraptor/Fighters%20Anthology/Scenery/Scenery.ZIP


Last edited by usnraptor on Fri Apr 28, 2023 11:15 am, edited 1 time in total.

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PostPosted: Fri Apr 28, 2023 09:44 am 
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Joined: Fri Aug 29, 2003 19:11 pm
Posts: 2148
I want this! This is epic. Would love to stick a small-caliber GPMG there and cause havoc for some low-level planes.

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PostPosted: Wed Sep 20, 2023 03:23 am 
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Joined: Tue Mar 11, 2003 18:54 pm
Posts: 4402
I dont want to diminish your (excellent) work but if you do searches you should be able to see we solved many of these types of things decades ago… Doing repeat work eats up your dev time!

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