Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: jdjtcagle on May 15, 2004, 11:30:47 pm
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I have a problem with getting a Alcyone to fire it's flak.
I have replaced the flak in place of the turret-arm weapons.
When In game it doesn't fire its flak weapons, why??
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no one know??
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um... could it be that the turret type is wrong? Or that the flags are wrong on the flak? It could be any number of things from how you described it.
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Did you do this in FRED or in the TBL?
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on the TBL and it's the turrets with the GTVA Rapid Laser's on Inferno
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You probably spelt the weapon wrong, there's no reason why it shouldn't work. Try changing it back to rapid lasers and then see if it works when you alter the turret's weapon in FRED instead.
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Nope Fred would tell me if I spelled it wrong and the GTVA Rapid laser isn't in my tables
Here's the table entry:
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Heavy Flak" "Heavy Flak" )
$Subsystem: turret02,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret03,0.833,1.0
$Default PBanks: ( "Heavy Flak" "Heavy Flak" )
$Subsystem: turret04,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "Heavy Flak" "Heavy Flak" )
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret07,0.833,1.0
$Default SBanks: ( "Long Range Flak" )
$Subsystem: turret08,0.833,1.0
$Default SBanks: ( "Infyrno" )
$Subsystem: turret09,0.833,1.0
$Default SBanks: ( "Long Range Flak" )
$Subsystem: turret10,0.833,1.0
$Default SBanks: ( "Infyrno" )
$Subsystem: turret11,0.833,1.0
$Default SBanks: ( "AAAf" )
$Subsystem: turret12,0.833,1.0
$Default SBanks: ( "AAAf" )
$Subsystem: turret13,0.833,1.0
$Default SBanks: ( "AAAf" )
$Subsystem: turret14,0.833,1.0
$Default SBanks: ( "AAAf" )
$Subsystem: turret15,0.833,1.0
$Default PBanks: ( "SGreen" )
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It's very odd, because the turretts don't even move in game.
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C'mon does anybody have a clue??
It's my last little bug
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No idea, sorry.
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Dang it!!
This freaking thing!!! (kicks the computer)
the alcyone just sits there wit no flak, I hate tables :(
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run it through a debug build
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Debug Build won't work at all on my system
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define "won't work at all"
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Whenever I get on it from the laucher it foes to a black screen and then shuts off
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Can Flak fire on something like "turret01-arm
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The arm is just a child of the turret, it doesn't have any pof data...
Besides that, I'm not sure what you're asking.
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you said that I might have the wrong turret type
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Will someone please look at it and tell be what''s wrong
swooh.com/peon/jdjtcagle/ships.tbl
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Er....
Try just putting one flak on each turret rather than two. No idea if that'll work, but try it. Erm, and make sure that it's actually in weapons.tbl - kinda helps :D. Beyod that, I can't see anything wrong with it...
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nope doesn't work and yes its in the weapons:)
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Where can I get the acyclone from? If I have it I'll take a look.
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Inferno
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Also make sure the turret isn't actually called turret01a, as I've had that break a couple of mods. Sounds like the weapon is FUBAR'd somehow, but I can't say for sure without looking at both your tables and the model.
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interesting, I'll check...
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do you see a problem??
(http://www.fattonys.com/images/upload/black.jpg)
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any luck Karajorma
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Well, personally, I tend to name the other part of a 2 part part turret with the -base tag on the end, but that shouldn't make the slightest different afaik..
And I'm assuming you have a $Subsystem above all that for turret01 as well ;)
Is it your own model or are you converting another one?
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Where do you put the -base tag?? :confused:
yes, its just cut out from that picture, sorry :D
and it's from Inferno
Which reminds me about something
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All I mean is that I always name them turret01-base and turret01-arm, but considering they worked before, it's a moot point ;)
I've no idea, but it can't hurt to make sure Standard Flak is still in the Inferno weapons table btw :D
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Oh no, this is what I've done - Copied the model in the Fs2 ships table and changed the weapons according to Fs2.
BTW, I just done a small test with the flak by placing it on a different turret and it worked, so it must be the model's turrets not reading right.
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you're putting flak in SBanks
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Ahhhhhhhh!! Yes, I don't know the model, but if those turrets are set to Missile banks in PCS, rather than Gun banks, they won't shoot ;)
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Yay!!!... Thank you Flipside and Phreak for helping me, now I can get to work!!!:yes: :yes: :yes: :yes:
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When I upload the model on PCS, under "Turrets" it doesn't show any missle slots??? :confused:
Go, I wish I knew what I was doing:sigh:
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Next to 'Gun Mode' there is a drop down tab that lets you swap between 'Gun Mode' and 'Missile Mode', that should be what you are looking for :)
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I know and all turrets are in gun-mode :confused:
There's not one under missle
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Hmmmmmmmmm... You seem to have found a slight bug in PCS, I'll PM Kazan about it and make him aware :)
Do you have Modelview? You can set the turrets up from there as well :)
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It's the same in the model view, shows no missles, just gunpoints.
I don't understand
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Ok, now that's really wierd! I've just PMd Kazan about this, I might have to ask him to forget it, since I just tried the Fenris and the Deimos in Modelview as well as PCS, both of which have missile turrets, and both of them didn't have any missile points listed, in either program ???
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I remember somebody telling me that it's doesn't matter how you model the turrets its just what info you give it in the tables. So what does Phreak mean, I wonder??
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I seem to remember that myself, also, I've checked some Shivan ships, and for those, the missile launchers ARE installed. I've never really messed with [V] models, so I'm really not certain what's going on here :(
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Originally posted by jdjtcagle
any luck Karajorma
I had a quick look but I couldn't figure out which pof is the right one :) I guess I'll need to extract the inferno ships table and look :)
BTW have you tried simply ditching the ships.tbl for the moment and adding the weapon using FRED? That would help narrow the problem down a lot.
Originally posted by PhReAk
you're putting flak in SBanks
I didn't notice this on the table first time I glanced at but I'm that
$Default SBanks: ( "AAAf" )
$Subsystem: turret12,0.833,1.0
$Default SBanks: ( "AAAf" )
$Subsystem: turret13,0.833,1.0
$Default SBanks: ( "AAAf" )
$Subsystem: turret14,0.833,1.0
$Default SBanks: ( "AAAf" )
$Subsystem: turret15,0.833,1.0
AAAf should be in a PBank not an SBank.
Originally posted by Flipside
I seem to remember that myself, also, I've checked some Shivan ships, and for those, the missile launchers ARE installed. I've never really messed with [V] models, so I'm really not certain what's going on here :(
I sense much confusion here.
People are getting confused between PBanks and SBanks (A Table thing) and Gun and Missile Turets (A pof thing).
When working on the Tables you MUST put primary weapons in a PBank and secondary weapons in a SBank.
When working on a Pof you can quite happily make all your turrets Gun Turrets or Missile Turrets. It doesn't make a jot of difference to the game. In fact the whole thing is probably just a hold over from FS1.
If you want you can use it to keep the model tidy by sticking all the multiparts in one group but most people don't even bother doing that :)
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Thanks for clearing that up Kara, I always do everything according to the PCS tutorial in Bobbs siggy, I find it best to find a technique that works and stick to it, and since I never really touch [V]'s models I never noticed that much of it isn't compulsory ;) Kazan cleared this up for me over PM as well, so thanks to both of you :)
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Kara: It's called infAlcyone, and I'm going to try to get everything set up right :)
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Right. Well if that table change doesn't work I'll take a look at the tables but I suspect that it was your problem :)
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Ok, looky here and it sill doesn't work :confused::
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret02,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret03,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret04,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret07,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret08,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret09,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret10,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret11,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret12,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret13,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret14,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret15,0.833,1.0
$Default PBanks: ( "SGreen" )
$Subsystem: engine01, 5,0.0
$Engine Wash: Default100
$Subsystem: communications, 5,0.0
$Subsystem: sensors, 5,0.0
$Subsystem: navigation, 5,0.0
$Subsystem: weapons, 5,0.0
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Have you tried ditching the tables and adding them in FRED like I suggested?
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You mean, get rid of all weapons data??
Ok, I'll try...
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negative, doesn't seem to work with anything I assign it to
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That is rather odd. I'll check into it tonight.
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I'll hold you up to that :D
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I'm confused. I can't see any differences between the Table you posted and the original version except that for some reason you'd caused the PBanks to SBanks problem.
$Name: GTC Alcyone
$Short name: TCruise
$Species: Terran
+Tech Description:
XSTR("The Alcyone was brought into service by RNI following the
retirement of the old Aeolus class. Sharing a very similar design, the
Alcyone's standardised systems and cost-effective, modular hull
improved on the Aeolus' expensive and difficult to repair hardware
which forced the GTVA to abandon its wider use. The Alcyone has a
single forward medium beam cannon to engage warships, and is
well armed against fighter attacks with multiple suppression
cannons and missile turrets. ", -1)
$end_multi_text
$POF file: infAlcyone.pof
$Detail distance: (0, 800, 3500, 10000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 2.0
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 100.0, 100.0, 80.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$Expl Propagates: YES
$Shockwave Speed: 400.0
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 80.0
$Max Weapon Eng: 100.0
$Hitpoints: 48000
$Flags: ( "big damage" "cruiser" "in tech database" "in tech database multi" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128
$Closeup_pos: 0.0, 0.0, -315
$Closeup_zoom: 0.5
$Score: 800
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret02,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret03,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret04,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret07,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret08,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret09,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret10,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret11,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret12,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret13,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret14,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret15,0.833,1.0
$Default PBanks: ( "SGreen" )
$Subsystem: engine01, 5,0.0
$Engine Wash: Default100
$Subsystem: communications, 5,0.0
$Subsystem: sensors, 5,0.0
$Subsystem: navigation, 5,0.0
$Subsystem: weapons, 5,0.0
$Name: GTC Alcyone
$Short name: TCruise
$Species: Terran
+Tech Description:
XSTR("The Alcyone was brought into service by RNI following the
retirement of the old Aeolus class. Sharing a very similar design, the
Alcyone's standardised systems and cost-effective, modular hull
improved on the Aeolus' expensive and difficult to repair hardware
which forced the GTVA to abandon its wider use. The Alcyone has a
single forward medium beam cannon to engage warships, and is
well armed against fighter attacks with multiple suppression
cannons and missile turrets. ", -1)
$end_multi_text
$POF file: infAlcyone.pof
$Detail distance: (0, 800, 3500, 10000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 2.0
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 100.0, 100.0, 80.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$Expl Propagates: YES
$Shockwave Speed: 400.0
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 80.0
$Max Weapon Eng: 100.0
$Hitpoints: 48000
$Flags: ( "big damage" "cruiser" "in tech database" "in tech database multi" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128
$Closeup_pos: 0.0, 0.0, -315
$Closeup_zoom: 0.5
$Score: 800
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret02,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret03,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret04,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "Standard Flak" "Standard Flak" )
$Subsystem: turret07,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret08,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret09,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret10,0.833,1.0
$Default SBanks: ( "Cyclops" )
$Subsystem: turret11,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret12,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret13,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret14,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret15,0.833,1.0
$Default PBanks: ( "SGreen" )
$Subsystem: engine01, 5,0.0
$Engine Wash: Default100
$Subsystem: communications, 5,0.0
$Subsystem: sensors, 5,0.0
$Subsystem: navigation, 5,0.0
$Subsystem: weapons, 5,0.0
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Well by tables as it comes there is nothing wrong, but then comes the question, does your weapon tables contain still AAAf?
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Ya, because it's the table in the Root_VP
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Now thats quite intresting... Does other beams work in place of them?
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it's not the beams were having trouble with it's the flak
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ahh... hell, I don't no, I would remodel it but I'm not sure were to begin
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JDJ, are you saying that the standard alcyone's flak gun don't work? Cause I can't see what changes you've made.
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yes, everything else works fine, I'm just set on getting that flak to fire :nod: