Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Flipside on February 13, 2005, 12:29:14 am

Title: Interesting problem with subsystems....
Post by: Flipside on February 13, 2005, 12:29:14 am
Ok, so I have two subsystems connected together by a pipe, so I have to make the pipe's parent either subsystem A or B. If that subsystem goes, then so will the pipe iirc?

Is there any way of making the pipe a 'child' object of both subsystems?

Thanks :)
Title: Interesting problem with subsystems....
Post by: Flipside on February 13, 2005, 02:10:50 pm
I'll take that as a 'No'...
Title: Interesting problem with subsystems....
Post by: StratComm on February 13, 2005, 02:17:38 pm
Unfortunately as far as I know the heirarchy's usefulness ends once you get through conversion.  As far as I know, you're not going to get what you're wanting to work at all.
Title: Interesting problem with subsystems....
Post by: FireCrack on February 13, 2005, 02:43:24 pm
sexp it!
Title: Interesting problem with subsystems....
Post by: StratComm on February 13, 2005, 02:52:45 pm
It'd be nice if we had some kind of model/table-integrated SEXP system for things like this though, to make dropping something like this into a mission easier.  If you've got to SEXP it every time, it sort of defeats the purpose of having it in the first place.
Title: Interesting problem with subsystems....
Post by: Flipside on February 13, 2005, 02:58:34 pm
Well, thing is, if you assign a turret to a subsystem, even a rotating one, it will work perfectly well, (except for beam, since the fire-point does move once it starts firing).

If you destroy the subsystem that is classed as the objects parent, it will also destroy the turret (though, admittedly, there still a slight bug of it not destroying the fire-point).

As far as I'm aware, this should work with non-turret systems, so you should be able to 'stack' subsystems etc.

It doesn't help with assigning two parents to a single system, but it makes for the possibility of some great non-tagettable greebles ;)
Title: Re: Interesting problem with subsystems....
Post by: Sesquipedalian on February 13, 2005, 03:50:09 pm
Quote
Originally posted by Flipside
Ok, so I have two subsystems connected together by a pipe, so I have to make the pipe's parent either subsystem A or B. If that subsystem goes, then so will the pipe iirc?

Is there any way of making the pipe a 'child' object of both subsystems?

Thanks :)
I suggest altering the model by splitting the pipe down the middle into two parts, and attaching each part to a different subsystem.  Then when one gets destroyed, you end up with a broken pipe sticking out from the other one to where it used to be.
Title: Interesting problem with subsystems....
Post by: Flipside on February 13, 2005, 05:25:07 pm
Yes, that's probably how I'll end up fixing it, it's just annoying in a way because a 6-sided cylinder with no end polys is only 12 polys in total, adding an 'end' to a cylinder pretty much doubles that. It's not much really, but I try to limit polys where possible :)
Title: Interesting problem with subsystems....
Post by: WMCoolmon on February 13, 2005, 05:47:49 pm
It'll look cooler, too. :p
Title: Interesting problem with subsystems....
Post by: StratComm on February 13, 2005, 07:01:46 pm
Oh flip, it gets a seperate render call anyway.  You'd be better off adding 50 to each subobject and not having the third at all.