Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Killfrenzy on March 22, 2003, 06:25:03 pm
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Okay, so I make a ship. Put turrets on her. Converts fine. TBL checks out. Make mission. All works.
She goes into attack............and she doesn't fire ANYTHING!!! Now, call me confused but I thought the whole point of having turrets was to be able to fire!!
Is this something to do with the normals or something? Can a turret/weapon expert get back to me on this because I am one annoyed MODder!!
I'll even let you have the ship if necessary!
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As someone who spent two hours this morning pulling my hair out trying to get a ship to work I sympathsise with you :)
I`m willing to look but I`m no expert when it comes to ships. That said I did eventually get my ship to work so I do know something :)
Send it to [email protected] unless you get a better offer (you`d better say that you`ve sent an e-mail here cause I don`t check my account that often).
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Must be a brit thing!
I'm in Liverpool! :D
I'll tweak around with it tomorrow, and maybe send it out tomorrow night if I still have no luck. :)
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Double and triple check everything.
Are the turrets edited in PCS? Do they have weapons assigned that they can carry? And finally, MAKE SURE THE TURRETS NAMES MATCH THOSE IT THE TBL FILE!!!!!
I made that maistake once....ONCE.
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Why have they got to be edited in PCS? My biggest gripe with PCS is that you can't really see what you're doing.
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Have you remembered to put all the rotations etc in the subobject section?
You should also have something like this
$special= subsystem
$fov=(a number)
$name=GunTurret
for EVERY turret.
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Simple way to check things is to see if they are editable in FRED. I don't know how to fix your problems but I usually know when its a Table problem if they don't show up in FRED properly (by pressing K and by checking the weapons on the ship).
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Did you give each turret a normal? Do it in the Turrets tab of Modelview; give each turret a firing point and normal somewhere.
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Does each turret need a subobject before they can be used as turrets.. I have the same prob, they show up in fred, but when I press K in game I get nothing.. Not that i`m into modeling, but I like to tinker a bit too..;7
(edit) The firing point is it X, Y or Z axis??? This of corse is for a non-rotational turret...
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One sure way to see what you're doing in PCS is ModelView32.
Just save when you change something in PSc, and hit the REFRESH button.
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Can I make a capship turrent(or cruiser) simply by putting a point on the model like a gunpoint??? Or do I actually need a turrent? Most of the models I have DO NOT have turrents... Also it would be more in character to have the subsustem target than individual weapons... I assume I can bring the weapons back on line by sexp fixing teh subsytems to simulate the damage control teams repairing the subsystem (scotty you're a miracle worker!) ;)
I know I can use a fighter table with gunpoints BUT if I use a cap ship table they don't work??? I guess I have to use turrent listings... Or can I ??? I take a long look through the link on Karajorma's tag and see if I can find some guidance!
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Originally posted by Star Dragon
turrent
:rolleyes:
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Problem sorted........cob2fs2 doesn't like me. *Adds it to the ever growing list of programs that don't like him*
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One question about turrets, is truespace the ONLY program that is used to make turrets... :shaking:
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It's the only way to make the hierarchy correctly. Without that your turrets won`t work properly.
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Ok thanks Karajorma.. Quess i`ll have to give up on that respect of modeling.. Truespace is a *****:lol:
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Thanks to Narol's patient help, I've discovered that 90% of the time trueSpace is not a *****. PCS remains a *****, however :)
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Thus, he used ModelView32 and lived happily ever after....
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Originally posted by Whitelight
Ok thanks Karajorma.. Quess i`ll have to give up on that respect of modeling.. Truespace is a *****:lol:
I`ve actually found Truespace to be incredibly easy to use. The interface looks completely different to anything else on the market but it's still pretty easy to use. Maybe that's cause I only used Truespace 2 very briefly before upgrading.
Have you tried Truespace 3.2? Once you`ve got a copy of trueview hierarchy is just a matter of dragging and dropping.
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Originally posted by TrashMan
Thus, he used ModelView32 and lived happily ever after....
And lo, he found his turrets didn't save. And went back to the light of PCS!
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Originally posted by TrashMan
One sure way to see what you're doing in PCS is ModelView32.
Just save when you change something in PSc, and hit the REFRESH button.
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Of course, I hope you didn't forget to UNLOCK YOUR BEAMS!
For some weird reason, you have to tell the beams to start firing and to stop firing when the ship is destroyed. God only knows why.
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Well, she works now.
And beams are now set to be freed as default in the source code. I use the latest source code build these days.