Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on August 27, 2003, 06:56:41 am

Title: Here I go again
Post by: diamondgeezer on August 27, 2003, 06:56:41 am
Subobjects which rotate when the primary weapon is fired, please. I.e., a minigun. Come on coders, you know you want  to. There's a bannana in it for you if you implement it :nod:
Title: Here I go again
Post by: Goober5000 on August 27, 2003, 10:00:47 am
I might be able to try this, but I'll need a model that has a rotating submodel incorporated already.  I.e., make the model so that the gun barrel rotates all the time, and then I'll try coding it so that it only spins when it's fired. :)
Title: Here I go again
Post by: Solatar on August 27, 2003, 06:19:00 pm
for a test, maybe you could make the Fenris' radar dish shoot something? Then after it works, I'm sure SOMEBODY will make a model.
Title: Here I go again
Post by: Goober5000 on August 27, 2003, 06:25:24 pm
But you need the firing points and everything specified in the POF.  And if DG wants this feature, he probably already has a model in mind.
Title: Here I go again
Post by: phreak on August 27, 2003, 07:26:03 pm
to "link" the submodel to the firepoint should be something like this

Code: [Select]

$special=firepoint //this is a firepoint
$rotate=0.1          //does a rotation in .1 seconds
$name=gun1_1    //rotate if gun 1 slot 1 is firing
Title: Here I go again
Post by: Goober5000 on August 27, 2003, 07:46:02 pm
More or less, but I'll have to check it to see. :)
Title: Here I go again
Post by: Hippo on August 27, 2003, 07:52:08 pm
now, im not up on all the new sexps... but...

Code: [Select]

+when
+and
|>key-pressed
|>>Ctrl
|
|>is-ship-type
|>>Alpha 1
|>>>ship with a submodel on the gunpoints
|
+then
|>rotate-sub-object
|>>object to be rotated
Title: Here I go again
Post by: Unknown Target on August 27, 2003, 08:00:49 pm
while you're at it, put in the ability to have some freaking animations :D :p
Title: Here I go again
Post by: mikhael on August 27, 2003, 10:01:28 pm
Quote
Originally posted by Unknown Target
while you're at it, put in the ability to have some freaking animations :D :p


Just give me a POF version of the IWar2 avatar setup and I'll be happy.

Objects that rotate on command, glow-points, glow-polys, glow-channels, animation-channels, free animations, real additive transparency, and specular mapping all at once in a fairly easy to handle format. *sigh*
Title: Here I go again
Post by: karajorma on August 28, 2003, 04:26:31 am
Quote
Originally posted by Hippo
now, im not up on all the new sexps... but...

Code: [Select]

+when
+and
|>key-pressed
|>>Ctrl
|
|>is-ship-type
|>>Alpha 1
|>>>ship with a submodel on the gunpoints
|
+then
|>rotate-sub-object
|>>object to be rotated
[/B]


Nice try Hippo but

1) There's no way to stop it rotating easily.

2) It only works for Alpha 1. Do you really want to have to write one of those for every ship with rotating weapons?
Title: Here I go again
Post by: Lightspeed on August 28, 2003, 04:36:29 am
3)  not everyone presses ctrl when firing primaries :)

4) doing everything sexp-oriented makes things look crappy on older missions
Title: Here I go again
Post by: karajorma on August 28, 2003, 04:57:33 am
Quote
Originally posted by Lightspeed
3)  not everyone presses ctrl when firing primaries :)


That one doesn't matter cause FS2 intelligently remaps any combinations that have the same original key.

It's quite clever that way and means that joystick and mouse buttons will work as will any keyboard key that you replace ctrl with. :)
Title: Here I go again
Post by: Galemp on August 28, 2003, 10:14:22 am
Goober, if you want a test model, I do have the Ursa II with exactly the sort of setup you're looking for. I haven't released it yet since nobody wants to do the textures, :hopping:, but it is fully POFed.
Title: Here I go again
Post by: diamondgeezer on August 28, 2003, 10:22:01 am
Goober has been equipped with a highly experimental SA-43 variant. But you didn't hear me say that.