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
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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 :)
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I'll take that as a 'No'...
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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.
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sexp it!
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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.
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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 ;)
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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.
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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 :)
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It'll look cooler, too. :p
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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.