Author Topic: general turret stuff build  (Read 16145 times)

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Offline Bobboau

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general turret stuff build
I did some refinement on a lot of the turret and submodel related code I've been doing the last few days, and fixing bugs, this is the most up to date executable,
it has:

the off axis rotation code.

the 'look at' code.

it has a new detail box variant called detail sphere (just like the box but a sphere, syntax: "$detail_sphere:1,100" were the 100 is the distance from the object and 1 or -1 determines if it will draw in or out of the sphere).

"check hull" subsystem flag for turrets, they won't fire through the hull of there own ship to hit something on the other side.

and I fixed a visually annoying bug I call turret jinking, were the turret just teleports from one position to another almost instantly, now they move quite a bit smoother. or they should at least.

I also reworked some internal stuf related to getting from one set of coordanants to another that assumed they there would be no grandchildren in the model hierarchy. wich might allow turrets to work when attached to a rotating subobject.

it'd be nice if some of you people could give that a nice workout,
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Offline Turey

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Re: general turret stuff build
"check hull" subsystem flag for turrets, they won't fire through the hull of there own ship to hit something on the other side.

You are a god! THANK YOU SO MUCH!
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Offline Starman01

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Re: general turret stuff build

"check hull" subsystem flag for turrets, they won't fire through the hull of there own ship to hit something on the other side.


Hurray, I waited so long for that. Now I can finally protect the flank of our ships with point defense turrets. Thanks :)
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Offline Cobra

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Re: general turret stuff build
Check hull, eh?

I'm not sure if I'm right, but the beam turrets are pretty funky on the Cain and Lilith-class cruisers. Do those work correctly? :nervous:

I'm not bashing the build or anything, I'm just wondering if the awkward (though not from the front) beams on the Shivan cruisers work with check hull. :)
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Offline Bobboau

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Re: general turret stuff build
hense why it's a subsystem flag and not just globaly implemented.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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Offline Trivial Psychic

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Re: general turret stuff build
Is this based off latest CVS or 3.6.9?
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Offline Bobboau

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Re: general turret stuff build
it's based off of what I got when I checked out a fresh copy of the source a few weeks ago, I haven't gotten around to messing with the branches yet, so I'm not sure which one it defaults to.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
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Offline taylor

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Re: general turret stuff build
It defaults to HEAD, so it's not using the 3.6.9 code base.

 

Offline starfox

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Re: general turret stuff build
That's awesome Bob, Thank you...
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Online Col. Fishguts

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Re: general turret stuff build
hense why it's a subsystem flag and not just globaly implemented.

Where does the flag go, subobject properties or table entry ? Can you post an example entry?

Also, thanks muchly :)
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Offline Bobboau

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Re: general turret stuff build
table, it's just like every other subsystem flag.
$Subsystem:                     turret01,1,1.0
   $Default PBanks:        ( "Mekhu HL-7" )
   $Flags: ("check hull")
beneath the weapons (the awacs thing goes before it but it's rarely used so this is more of a technicality)
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learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Re: general turret stuff build
Ok I think i've got a grasp of side mounted turrets, but could you explain how to use the look at (thats the recoil right?) 
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Offline Bobboau

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Re: general turret stuff build
no, it's not recoil, it makes subobject A look at subobject B
you go to object A's properties and you type $look_at:#object B's number here#
and it needs an axis of rotation defined like a rotating subobject would have.

you can then optionally define what the axes are with the ole off axis rotation stuff.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Re: general turret stuff build
Oh that.... i remember reading about that... the hydrolic pump...

I do remember seeing something about what looks like recoil.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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Offline Bobboau

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Re: general turret stuff build
there are ways to fake that, but I wouldn't bother doing that right now.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Re: general turret stuff build
Maybe it wasn't you... but I remember seeing an avi of it working..
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Nuke

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Re: general turret stuff build
iirc, you can do recoil with the animation code.
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Offline Trivial Psychic

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Re: general turret stuff build
Just had a cool yet completely pointless use for the subsystem-look-at feature.  One could assemble a fully functional (in terms of moving parts) piston engine... minus real fuel of course.
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Re: general turret stuff build
The fuel part might be faked with shockwaves, and a stream of heavy bombs being guided in by the fuel injector.
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Offline Nuke

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Re: general turret stuff build
try this baby out. probibly gonna put this (or turrets like theese) on the rumrunner.

it would probibly binifit from the $y_fov property if it would just work. bob, clue me in on its usage.

i decided il probibly use you hydraulic pistons feature on the vulture, they will be used to jack the wings in for landing.

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