Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on April 12, 2003, 10:11:42 pm

Title: Yet another turret thread
Post by: diamondgeezer on April 12, 2003, 10:11:42 pm
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?
Title: Yet another turret thread
Post by: Bobboau on April 12, 2003, 11:21:54 pm
mmmmm..... no
Title: Yet another turret thread
Post by: Goober5000 on April 12, 2003, 11:26:32 pm
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. :)
Title: Yet another turret thread
Post by: Fetty on April 13, 2003, 02:51:15 am
plz find time :)
Title: Yet another turret thread
Post by: karajorma on April 13, 2003, 03:52:48 am
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.
Title: Yet another turret thread
Post by: Killfrenzy on April 13, 2003, 07:27:19 am
And when you've got 57 turrets each with their own particular FOV, it would make life SO much easier!
Title: Yet another turret thread
Post by: diamondgeezer on April 13, 2003, 09:36:34 am
So we have a resounding no and a probable yes. Come on, let's aim for best out of three :)
Title: Yet another turret thread
Post by: IceFire on April 13, 2003, 10:01:11 am
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.
Title: Yet another turret thread
Post by: SKYNET-011 on April 13, 2003, 10:02:41 am
Wouldn't this be a prob for the Taidan Heavy cruiser?

I mean converted to freespace.
Title: Yet another turret thread
Post by: diamondgeezer on April 13, 2003, 10:26:37 am
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*
Title: Yet another turret thread
Post by: LtNarol on April 13, 2003, 10:47:16 am
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.
Title: Yet another turret thread
Post by: Killfrenzy on April 13, 2003, 01:05:19 pm
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!
Title: Yet another turret thread
Post by: KARMA on April 14, 2003, 02:07:31 pm
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
Title: Yet another turret thread
Post by: diamondgeezer on April 15, 2003, 02:38:02 pm
*bump*

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

-------------------------
Diamond Geezer prefers mayo on his fries
Title: Yet another turret thread
Post by: Stryke 9 on April 15, 2003, 02:48:08 pm
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...
Title: Yet another turret thread
Post by: The Claw on May 28, 2003, 08:12:40 pm
Bumping this 'cause it's related to something I'm working on at the mo.
Title: Yet another turret thread
Post by: TrashMan on May 29, 2003, 04:43:41 am
BUMP... Couse I have ships with LOTS of turrets!
Title: Yet another turret thread
Post by: diamondgeezer on May 29, 2003, 11:34:47 am
*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...
Title: Yet another turret thread
Post by: Taristin on October 08, 2003, 08:24:46 am
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?
Title: Yet another turret thread
Post by: Flipside on October 08, 2003, 12:19:28 pm
http://www.hard-light.net/forums/index.php/topic,17693.0.html

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

Flipside :D
Title: Yet another turret thread
Post by: diamondgeezer on October 08, 2003, 01:14:29 pm
Damn, but this is a good topic. I forgot just how great this topic was. And how uber-1337-kewl the proposed fix would be.
Title: Yet another turret thread
Post by: vyper on October 08, 2003, 02:39:56 pm
That wouldn't be anything to do with the fact that you started it, would it?

-------------------------
vyper prefers San Miguel as his beer
Title: Yet another turret thread
Post by: TrashMan on October 08, 2003, 02:58:46 pm
*BUMP*...again... Couse it's a damn good thread, and something that really should be done!
Don't tell me to put my turrets carefully! - go to the navy warship designer and tell him that and see how far you'll get!

*hmm.... imagine navy battleships without 90% of it's turrets!*
Title: Yet another turret thread
Post by: Krackers87 on October 08, 2003, 03:51:26 pm
this would definently help. I support this all the way.

Maybe if we bribe some coders with cookies....



I have a gun in a crevace facing forward with a ":rim" on the left and right. I want it to have a 120 degree firing up and down but less left and right. Its easiest to do that with just making them not shot through the hull.

It will also fix other ships automaticaly instead of having to go back and do the  X,Y,Z thing on all FS2 original ships.
Title: Yet another turret thread
Post by: redmenace on October 08, 2003, 06:07:25 pm
if you make them vorlon cookies they might go for that.
Title: Yet another turret thread
Post by: Kazan on October 09, 2003, 01:13:13 am
:mad: :mad: :mad: :mad:

Two threads are not required simultaneously for the same FSCKING thing [/i]
Title: Yet another turret thread
Post by: Flipside on October 09, 2003, 03:08:22 am
They weren't originally, they were about 3 months apart, I only posted the link to mine for reference.

Flipside.
Title: Yet another turret thread
Post by: KARMA on October 09, 2003, 06:34:20 am
I admit I'm a newbie to turretting, so I have a question that may be stupid:
can I have single part rotational turret that rotates in any direction around the center? I mean a simple cylinder (a turrett arm) with the center of rotation on it's base (the connection between the turrett and the hull).
If no, will it be hard to be implemented?
If yes, will it be possible to have multipart turretts with the base that stay still? The point is that this way I could have a turrett that somehow looks like a standard multipart (a base, thought still, and a moving arm) that could be placed even on the sides of the ship
Title: Yet another turret thread
Post by: Raptor on October 09, 2003, 10:51:37 am
Quote
Originally posted by Raa Tor'h
I know I'm bumping, sue me...:rolleyes: Or better yet, blame Raptor for linking to this. :p


Thanks, mate.:rolleyes:

Quote
Originally posted by Raa Tor'h
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?


That might work, but you would need to make sure that it was backwards compatible.

And to avoid any more tantrums from our modderators, I suggest we all now post only in the other thread.
Title: Yet another turret thread
Post by: Kazan on October 09, 2003, 11:31:59 am
backwards compatability with the flags would be ez