Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Admiral on January 30, 2001, 02:49:00 pm

Title: Idea - Sentry turrets rotating
Post by: Admiral on January 30, 2001, 02:49:00 pm
I thinking about the Deep Space Nine episode with the assault on the Cardassian position with all the sentry guns and the asteroid base that powered them.

Would it be possible to make turrets that fired rapid fire like them (I guess that's a weapon's change actually), but also to have some movement/spin to face their targets?

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"All empires Fall. You just have to know where to push."
Title: Idea - Sentry turrets rotating
Post by: Robin Varley on January 30, 2001, 03:01:00 pm
Well you could make it out of two rotating big turrets I suppose.  For an idea of what i mean, gown to the modifications section and download my GTSG Gungnir (shameless self promotion I know) stick it in a mission with FRED2, you could even change turrets 3 and 4 to maxims for real rapid fire, and see what you think.
Title: Idea - Sentry turrets rotating
Post by: Griffon UK on January 30, 2001, 04:37:00 pm
 
Quote
Originally posted by Admiral:
I thinking about the Deep Space Nine episode with the assault on the Cardassian position with all the sentry guns and the asteroid base that powered them.


You onabout those Brean thingies that were tearing the fed ships to pieces?

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Temporal Mechanics ("http://www.fs2temp-mech.co.uk") | Hard Light Productions ("http://www.3dap.com/hlp")
Title: Idea - Sentry turrets rotating
Post by: Setekh on January 31, 2001, 01:39:00 am
I'm not 100% sure, but the point from which a gun or turret fires from is a stationary point, even if the model itself is moving. However, I'm not quite sure.
Title: Idea - Sentry turrets rotating
Post by: Admiral on January 31, 2001, 01:56:00 pm
 
Quote
Originally posted by Griffon UK:
You onabout those Brean thingies that were tearing the fed ships to pieces?


No, this was before the Breen got involved.  I think it was the last in one of the series.


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"All empires Fall. You just have to know where to push."
Title: Idea - Sentry turrets rotating
Post by: Kazan on January 31, 2001, 05:25:00 pm
Setekh turrets which move also move the firepoint and alter the fire vector

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Did you say you wanted your head used as a soccer ball?
Title: Idea - Sentry turrets rotating
Post by: Setekh on February 01, 2001, 01:09:00 am
 
Quote
Originally posted by Kazan:
Setekh turrets which move also move the firepoint and alter the fire vector

Oh, cool! Thanks for that Kazan  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Idea - Sentry turrets rotating
Post by: Shrike on February 01, 2001, 03:07:00 am
 
Quote
Originally posted by Kazan:
Setekh turrets which move also move the firepoint and alter the fire vector

Do they?  Styxx and I were discussing this a couple months ago, just kicking around some ideas.
Title: Idea - Sentry turrets rotating
Post by: Bobboau on February 02, 2001, 02:40:00 am
you could give them a flag other than sentry, this would make them rotate to fire at there target.

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Title: Idea - Sentry turrets rotating
Post by: IPAndrews on February 06, 2001, 03:45:00 am
Sticking turrets on a rotating piece of bodywork is a nice way of using a single turret to cover a whole 360o axis. This includes beam turrets.
Title: Idea - Sentry turrets rotating
Post by: Robin Varley on February 07, 2001, 05:52:00 am
I didn't realise that you could put turrets onto a rotaing sub object of the model.  So ,for example, I could put turrets on to a giant rotaing thingy and they'd move with it?

Presumably this is done by making them children of the rotaty bit, multi-part turrets should work too then.
Title: Idea - Sentry turrets rotating
Post by: IPAndrews on February 08, 2001, 06:24:00 am
 
Quote
Originally posted by Robin Varley:
Presumably this is done by making them children of the rotaty bit, multi-part turrets should work too then.

Spot on. Haven't been brave enough to try multi-parts yet. But I see no reason why they shouldn't work. Multi-part turrets on ships still work if the ship rotates. I imagine the same code is being used for rotating parts of ships.