Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Killfrenzy on July 02, 2004, 06:40:40 pm

Title: Can anyone tell me what's wrong?
Post by: Killfrenzy on July 02, 2004, 06:40:40 pm
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:
Code: [Select]

$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:
Code: [Select]

; ----------------------------------------------------------------------------------
;; 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. :)
Title: Can anyone tell me what's wrong?
Post by: jdjtcagle on July 02, 2004, 06:48:44 pm
Kind like my Alcyone problem... :doubt:
Title: Can anyone tell me what's wrong?
Post by: Flipside on July 02, 2004, 06:54:17 pm
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
Title: Can anyone tell me what's wrong?
Post by: Killfrenzy on July 02, 2004, 07:14:35 pm
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.:)
Title: Can anyone tell me what's wrong?
Post by: Flipside on July 02, 2004, 07:52:46 pm
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 :)
Title: Can anyone tell me what's wrong?
Post by: Killfrenzy on July 02, 2004, 08:07:50 pm
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....
Title: Can anyone tell me what's wrong?
Post by: Flipside on July 02, 2004, 08:37:18 pm
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 ;)
Title: Can anyone tell me what's wrong?
Post by: Killfrenzy on July 02, 2004, 09:03:26 pm
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!