Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on June 10, 2003, 11:19:05 am

Title: Rotating weapons
Post by: diamondgeezer on June 10, 2003, 11:19:05 am
Might have been discussed before, and no doubt the SCP crew will ignore it in favour of some fancy graphic thing, but **** it - I'm posting it anyway.

How's about trying to make a sub-object rotate, but only when a weapon trigger is held down. Thus, we could have a working minigun which spins as the weapon fires.

Yes/no/maybe?
Title: Rotating weapons
Post by: Petrarch of the VBB on June 10, 2003, 11:26:14 am
Oi loik de sound o' dat!

It'd be like the Grendel in Starlancer, then.
Title: Rotating weapons
Post by: Bobboau on June 10, 2003, 12:02:35 pm
I have tryed something similar to this, but I never got it to work quite right.. er, um, at all
Title: Rotating weapons
Post by: KARMA on June 10, 2003, 12:18:00 pm
a very funny thing would be a fighter with a big rotating ring and primary banks on this ring, in order to create a "vortex" effect ;7
Title: Rotating weapons
Post by: Raptor on June 11, 2003, 01:31:03 pm
YES! This is an excellent idea!

Please consider this at some point, or at least put on the list of things to work on...
Title: Rotating weapons
Post by: Nico on June 11, 2003, 03:35:32 pm
Quote
Originally posted by KARMA
a very funny thing would be a fighter with a big rotating ring and primary banks on this ring, in order to create a "vortex" effect ;7


there was a custom ship like that for starlancer.
Title: Rotating weapons
Post by: TrashMan on June 12, 2003, 02:52:27 am
*Thinks of (his) Thunderbolt..:D
Title: Rotating weapons
Post by: Galemp on June 15, 2003, 10:09:26 pm
Quote
Originally posted by KARMA
a very funny thing would be a fighter with a big rotating ring and primary banks on this ring, in order to create a "vortex" effect ;7


Yes, very neat. But I don't think it will work, as the firepoints are definite coordinates and don't more with the submodel.

Oh, wait, yes they do... for turrets... hm.
Title: Rotating weapons
Post by: TrashMan on June 16, 2003, 05:34:01 am
So...It wouls still look good.

You have a rotating gatling submodel, a primary point set at it's top barrel and a hi-vel weapon in the bank.

When a gatling fires it allways look as tough the bullets come out hust out of the top barrel (they do not, but it does look that way)
Title: Rotating weapons
Post by: Nuke on June 17, 2003, 12:59:19 am
my varient of the ulyses already has rotating barel (that dont rotate) subobjects, looking forward to the day of weapon triggered subobject rotation.

id like to see spinup/spindown physics though, where the fire rate accelerates when you pull the triger and decelerates when you let it go. combine that with the spinnie barel thingie and it would be cool.
Title: Rotating weapons
Post by: TrashMan on June 17, 2003, 01:50:43 am
I SECOND THAT!
Title: Rotating weapons
Post by: Vilkacis on June 17, 2003, 06:16:32 am
I'd be nice if someone would fix the muzzleflash first.
Title: Rotating weapons
Post by: mikhael on June 17, 2003, 11:37:16 am
Quote
Originally posted by Nuke
my varient of the ulyses already has rotating barel (that dont rotate) subobjects, looking forward to the day of weapon triggered subobject rotation.


Need Iwar2 style animation channels. ;)
Title: Rotating weapons
Post by: Goober5000 on June 17, 2003, 12:17:59 pm
Quote
Originally posted by Vilkacis
I'd be nice if someone would fix the muzzleflash first.


What's wrong with it?
Title: Rotating weapons
Post by: Vilkacis on June 17, 2003, 12:56:48 pm
It doesn't work properly on weapons other than flak. The flash does not show up every time a shot is fired. Furthermore muzzleflashes should be available on fighters as well.
Title: Rotating weapons
Post by: StarGunner on June 17, 2003, 01:59:04 pm
Quote
Originally posted by Vilkacis
It doesn't work properly on weapons other than flak. The flash does not show up every time a shot is fired. Furthermore muzzleflashes should be available on fighters as well.


yeah like in the FS2 Intro when that Shivan Manticore shoots it has a muzzleflash and stuff these are things I like to see people ask for not crazy things like 45 SEXPYS THAT ALMOST 100% OF THEM WOULD NEVER BE USED!
Title: Rotating weapons
Post by: Goober5000 on June 17, 2003, 05:53:12 pm
StarGunner, the TVWP is using almost every new sexp in Chapter 1 of our campaign.  Don't get so excited - ask politely and maybe someone will make a sexp for you. :)
Title: Rotating weapons
Post by: Deepblue on June 17, 2003, 10:06:44 pm
Actually custom muzzleflashes show up fine... the problem is that they do not move with the ship.
Title: Rotating weapons
Post by: redmenace on June 17, 2003, 10:32:55 pm
maybe we can use the glow point code?
Title: Rotating weapons
Post by: Nico on June 18, 2003, 01:58:24 am
Quote
Originally posted by TrashMan

When a gatling fires it allways look as tough the bullets come out hust out of the top barrel (they do not, but it does look that way )


yes, they do :p
Title: Rotating weapons
Post by: KARMA on June 18, 2003, 04:46:36 am
btw you should be able to obtain something like a chaingun using animated textures too
Title: Rotating weapons
Post by: Bobboau on June 18, 2003, 05:20:37 am
yes, but it still wouldn't be keyed to the fireing of a weapon, though if you have one of these types of guns why would you ever want to slow down the barels, they when you want to fire you have to wait for it to get up to speed.
Title: Rotating weapons
Post by: diamondgeezer on June 18, 2003, 08:48:59 am
I love this forum.

So, code guys, do you fancy taking a look at my idea or not? Ya know, if you just tell me yes or no in the first place, I wouldn't have to keep poking these topics like I do :)
Title: Rotating weapons
Post by: Nuke on June 18, 2003, 11:32:12 pm
gatling guns have their ammo feed systems syncronized with the rotating barels, otherwise they would constantly jam. guns like the gau-8 use a linkless feed system, which is by far less likely to jam than a chain fed gun. eighter way the barels fire during spinup.
Title: Re: Rotating weapons
Post by: Woolie Wool on June 30, 2003, 06:09:50 pm
Quote
Originally posted by diamondgeezer
Might have been discussed before, and no doubt the SCP crew will ignore it in favour of some fancy graphic thing, but **** it - I'm posting it anyway.

How's about trying to make a sub-object rotate, but only when a weapon trigger is held down. Thus, we could have a working minigun which spins as the weapon fires.

Yes/no/maybe?


I always thought the three-gun primary bank on the Ursa ought to be a rotary cannon of some sort.
Title: Rotating weapons
Post by: GT-Keravnos on June 30, 2003, 06:43:33 pm
@diamondgeezer

The following thread points to the "Starfighter Conversion" which I think you will see, has A LOT of things that SAAB would find useful. One of those is WORKING MACHINE GUNS. They aren't rotated but seeing them fire and hearing them, you needn't actually see the rolling barrel. It feels real.

http://www.hard-light.net/forums/index.php/topic,15878.0.html

and head on for the demo.

http://www.jskgames.homestead.com/files/betaFSII2SF012.zip

In it, there is a .vp file. Copy it to the folder where you keep F2.exe (either normal or SCP) and fire it away.

Don't forget to make it a new pilot. I call new pilots the name of the campaign they are on, to differentiate. Then use him to...

Either play the campaing, or using the mission simulator play your heart away. Some of the models are unfinished, but it is so much worth it. I mean one missile shot, one kill, HARD enemies, and a feel that I believe would only benefit SAAB. (Not to mention, tbl's and that sort of thing. You could use some of those for experimentation)

Please, go have a look at it! Thanks!
Title: Rotating weapons
Post by: Anaz on June 30, 2003, 07:10:18 pm
I remember that...that starfighter total conversion was cool...they had a nice demo even if everything in it was un-textured...
Title: Rotating weapons
Post by: diamondgeezer on July 01, 2003, 11:46:16 am
I shall most certainly have a look, when I rebuild my computer. The SA-43's railgun is one of the things I want to recreate as accurately as possible. Thanks for the tip, Keravnos :)