Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Killfrenzy on July 02, 2004, 06:40:40 pm
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Okay, so here's the thing.
Take 1 200m long destroyer, give it a multipart turret and some regular turrets, some weapons and then let it play. :)
The problem: The multipart turret won't work. At all. I'm sure my hierarchy is correct, but.............
Anyway, here's the model:
http://hades-combine.com/Upload/uploads/capk-01.pof
An additional texture you will need:
http://hades-combine.com/Upload/uploads/gold.pcx
The ship's temporary table entry:
$Name: KDD Predator
$Short name: KDest
$Species: Terran
+Tech Description:
XSTR("Blurb to come later", -1)
$end_multi_text
$POF file: capk-01.pof
$Detail distance: (0, 850, 1500, 5500)
$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 ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 2
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 40.0
$Max Weapon Eng: 100.0
$Hitpoints: 38000
$Flags: ( "cruiser" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -315
$Closeup_zoom: 0.5
$Score: 500
$Subsystem: turret01,2.0,1.0
$Default PBanks: ( "SVas" )
$Subsystem: turret02,2.0,1.0
$Default PBanks: ( "SVas" )
$Subsystem: turret03,2.0,1.0
$Default PBanks: ( "Light Plasma Cannon" )
$Subsystem: turret04,2.0,1.0
$Default PBanks: ( "Light Plasma Cannon" )
$Subsystem: turret05,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret06,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret07,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret08,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret09,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret10,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret11,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret12,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret13,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret14,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret15,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: turret16,2.0,1.0
$Default PBanks: ( "Light Pulse Cannon" )
$Subsystem: engines, 5,0.0
$Engine Wash: Default10
$Subsystem: communications, 5,0.0
$Subsystem: sensors, 5,0.0
$Subsystem: navigation, 5,0.0
$Subsystem: weapons, 5,0.0
And two weapon entries:
; ----------------------------------------------------------------------------------
;; LPC
;;
$Name: @Light Pulse Cannon
$Model File: none
@Laser Bitmap: laserglow04
@Laser Glow: 2_laserglow03
@Laser Color: 140, 140, 60
@Laser Color2: 140, 140, 60
@Laser Length: 10.0
@Laser Head Radius: 1.60
@Laser Tail Radius: 1.60
$Mass: 0.4
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.02 ;; in seconds
$Damage: 15
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 5.0
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 110 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ("Big Ship")
$Icon: icongun03
$Anim: LoadGun02
$Impact Explosion: none
; ----------------------------------------------------------------------------------
;; LPlasC
;;
$Name: @Light Plasma Cannon
$Model File: none
@Laser Bitmap: laserglow04
@Laser Glow: 2_laserglow03
@Laser Color: 140, 140, 60
@Laser Color2: 140, 140, 60
@Laser Length: 20.0
@Laser Head Radius: 2.60
@Laser Tail Radius: 2.60
$Mass: 0.4
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 1.0 ;; in seconds
$Damage: 60
$Armor Factor: 1.50
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 5.0
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 110 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ("Big Ship")
$Icon: icongun03
$Anim: LoadGun02
$Impact Explosion: none
Any help would be appreciated. :)
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Kind like my Alcyone problem... :doubt:
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Just a suggestion, but the problem may be in the set-up of the turret. Make sure the rotation axis/relationship between parts are correct in PCS, it's usually attempting to rotate around the wrong axis that causes the problem, auto turreting can be a tad quirky for multi-parts :( Auto-Rotate in ModelView helps for the rotation thing, I find :)
Also, make sure the gun is identified as an energy weapon with a FOV etc in PCS
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Right, I'll double-check that. :)
Edit:
I get the following for both 'turret-03' and 'turret-03-arm':
$special=subsystem
$fov=180
$name=GunTurret
They're also rotating around the correct axes.....or seem to.:)
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Hmmmmmm.... Give me a sec to check Modelview.....
Turret base should be the only one with $-settings in it iirc... Though I doubt the game would even notice if there was one on the arm.
The base rotates round z
The arm rotates around x (Though I have a suspicion theres something 'odd' about Modelview's axes, PCS says it rotates the Base on Y and the Arm on X)
If it's not that, then I'm not sure at the moment, I'll try taking a closer look though :)
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Thanks. :)
If these don't work it means a major redesign in the weapon configuration for not only the Predator, but the rest of the fleet as well....
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http://www.aqsx85.dsl.pipex.com/capk-01.pof
Ok, I removed the $subsystem settings for the arms and saved it using Modelview and it works on Bobboau's latest release, scary ship ;)
My only observation, from a personal point of view is that I would have put slots in those turrets for the arms to rotate in, it always looks a bit odd to see polys passing through each other, especially on huge barrels like those ;)
Edit : btw Fred isn't happy about Turret 5 for some reason, though it doesn't seem to cause any kind of terminal problem.
And on a more general note, I really wish there was a way to get turret motion more 'fluidic' I suppose you could set the rotation time to around 8 seconds, that'd make them look more like WWII Main Guns ;)
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Thank you so much! :)
Just remember, that this is only a puny little light escort ship. Just wait until the big buggers start showing up!