Author Topic: Yet another turret thread  (Read 5655 times)

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Offline diamondgeezer

Yet another turret thread
Hokey dokey, now according to the programmers the turret code is a bit of a nightmare, but is there any chance of stopping turrets firing through their own ship's hull?

Hold on a sec - hands who was thinking about telling me to adjust the FOVs? Right, go and sit in the corner.

With the idiot-proofing in place, let me continue. I have, for example, a turret with a bit chunk of hull sticking up next to it. I'd like it to have a 180 field of fire, but then it fires through the hull, which is a small but very annoying bug. Giving it a FOV which avoids the hull looks equally stupid since it's something like 30 degrees. Can the code be jigged to make turret fire impact the firing ship's own hull in these cases, or better yet not fire at all when the line of sight intersects the parent's hull?

 

Offline Bobboau

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Yet another turret thread
mmmmm..... no
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Offline Goober5000

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Yet another turret thread
Actually, it probably could, and easily, too.

But fixing it requires spending a half-hour hunting through the code to apply a five-minute fix - something I don't have time for at the moment. :)

 

Offline Fetty

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Yet another turret thread
plz find time :)

 

Offline karajorma

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Yet another turret thread
This was actually something I was wondering about when I posted my carrier in the modding section.

Making the ship avoid shooting through itself would be a godsend for modders cause then we could just make the fov 180 for most weapons and leave it to the game to prevent it from shooting through itself :)
 There have been plenty of times I`ve had a ship with good visibility on one axis but I`ve had to restrict the fov cause there are things blocking it in another.
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Offline Killfrenzy

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Yet another turret thread
And when you've got 57 turrets each with their own particular FOV, it would make life SO much easier!
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Offline diamondgeezer

Yet another turret thread
So we have a resounding no and a probable yes. Come on, let's aim for best out of three :)

 

Offline IceFire

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Yet another turret thread
Other more important things to do...place turrets intelligently....and everyone should get off on the thing about placing turrets in every nook and cranny.  The point of fighter defense and escort is to prevent ships from hanging out in hard to reach areas.  No two ways about it.
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Offline SKYNET-011

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Yet another turret thread
Wouldn't this be a prob for the Taidan Heavy cruiser?

I mean converted to freespace.
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Offline diamondgeezer

Yet another turret thread
Quote
Originally posted by IceFire
Other more important things to do...place turrets intelligently....and everyone should get off on the thing about placing turrets in every nook and cranny.  The point of fighter defense and escort is to prevent ships from hanging out in hard to reach areas.  No two ways about it.

Look, I needed to put a turret on this thing's arse for defense, and even then its own defenses are uber weak. There was no way around it - unless you can make a moving turret that sticks out sideways... *hint hint*

 

Offline LtNarol

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Yet another turret thread
I've had problems with this before, its not so much placing turrets in nooks and crannies as it is placing them in open areas which happen to have towers as well.  Think back to the good 'ol Hecate with its 2 "ears" and its 4 oversized flak guns - perfect example.

 

Offline Killfrenzy

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Yet another turret thread
That's fine if you're doing FreeSpacey ships, but if you're doing new designs that aren't like that, you're in trouble!
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Offline KARMA

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Yet another turret thread
btw, having turrets not firing/aiming to ships that are covered by hull (and maybe also by other ships or this is already in?) could be very very useful, and not only for giving less job to do to modders, but because we may have -in a certain way- barrelled turrets covering only the sides of the ships: you just have to make them so they are horizontal, put them in a lateral position and you will have a barrelled turret covering half (top or bottom) of the side field (we have this situation in sw conversion with some ships).
And i may want to make blind spots by purpose...
if i'm not wrong fs2 eninge already count if a subobject is visible or is covered by the hull (not visible subobjects have the diamond targeting box), if the engine evaluate this not only for player ships, maybe it can be implemented without too much pain, but i'm not a coder so my opinion means about nothing:p

 

Offline diamondgeezer

Yet another turret thread
*bump*

So, did the programmers agree on a yea or a nay to this?

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Offline Stryke 9

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Yet another turret thread
I think on average it's a no right now. Which kinda sucks.


'Ere, any of you got progging tools but are not actually on the SCP? Could have 'em make the patch, have someone do the busy work of finding the spot...

 

Offline The Claw

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Yet another turret thread
Bumping this 'cause it's related to something I'm working on at the mo.
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Offline TrashMan

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Yet another turret thread
BUMP... Couse I have ships with LOTS of turrets!
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Offline diamondgeezer

Yet another turret thread
*bump*

Because it was a good idea in the first place and the coders really ought to look at it again unless they want to be left off my Christmas card list...

 

Offline Taristin

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I know I'm bumping, sue me...:rolleyes: Or better yet, blame Raptor for linking to this. :p

What if you were able to alter the fov code so you could specify an axis?

like:

$fovz=30
$fovy=60
$fovx=20

so it forms a smal restricted area around the normal that it can fire in?
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Offline Flipside

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http://www.hard-light.net/forums/index.php/topic,17693.0.html

I believe this makes it 2-1 to the yeas ;)

Flipside :D