Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: modis on February 21, 2005, 04:59:43 am

Title: My model problem
Post by: modis on February 21, 2005, 04:59:43 am
Then I aproach my model in mission it crashes to desktop. Debuger gives such error message:

Assert: *num_rotating_submodels < MAX_ROTATING_SUBMODELS-1
File: E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 3633

Call stack:
------------------------------------------------------------------
    ship_ship_check_collision()    collide_ship_ship()    obj_check_all_collisions()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e814c7()
------------------------------------------------------------------

What does this mean??
Title: My model problem
Post by: phreak on February 21, 2005, 11:30:32 am
you can have only 10 rotating submodels (turrets/radar dishes/etc) at a time.  i could've sworn it was bumped to 25 for FSO
Title: My model problem
Post by: StratComm on February 21, 2005, 11:35:14 am
Since when does this crash?  I've put ships with 12 multiparts into Retail before, with the only consequence being that the last 2 in the POF just didn't work.
Title: My model problem
Post by: modis on February 21, 2005, 11:59:46 pm
Yes it must be it because it has lots of rotating submodels. I think 15 :D. So need to correct. Thanx
Title: My model problem
Post by: WMCoolmon on February 22, 2005, 12:02:24 am
Quote
Originally posted by PhReAk
you can have only 10 rotating submodels (turrets/radar dishes/etc) at a time.  i could've sworn it was bumped to 25 for FSO


Nope

Code: [Select]
#define MAX_ROTATING_SUBMODELS 10

Easily bumpable though. I set it at 25 for my next build.
Title: My model problem
Post by: modis on February 23, 2005, 03:04:41 am
I have another question.
I created a weapon entry and added $swarm 3. It looks cool, but works only for multipart turrets, on normal turrets it acts strange. It shoots only to direction of normals, no aiming.
How to have same effect work on normal turrets?
Title: My model problem
Post by: Roanoke on February 23, 2005, 03:19:32 pm
you gave it a big enough Field of View right ? (worth checking the easy stuff first)
Title: My model problem
Post by: Anaz on February 23, 2005, 03:47:39 pm
missile turrets don't aim. Swarm (used to be) a missile-only property. I think it makes FS2 think that turrets with swarm weapons don't need to aim.
Title: My model problem
Post by: StratComm on February 23, 2005, 04:00:20 pm
Quote
Originally posted by Anaz
missile turrets don't aim


Are you sure about that?  I could have sworn that fusion mortar turrets tracked their target even though the missiles themselves are dumbfires.
Title: My model problem
Post by: Trivial Psychic on February 23, 2005, 08:02:45 pm
The Fusion mortar is dumfire, so perhaps its tracking weapons that don't target when fired.  They fire out down the normal, then track towards their target.
Title: My model problem
Post by: modis on February 24, 2005, 02:46:17 am
I said that if turret is multipart it aims even with swarm or dumpfire. But if it is regular turret ir don't aim just shots stright the line of normal. Because swarm makes game think that laser is like missile I have to think another way for same effect :( I like that swarm of laser bolts...
Title: My model problem
Post by: Roanoke on February 24, 2005, 04:00:30 am
if I understand it correctly, multi-parts only fire through the normal anyway. Try changing the table entry from tracking to non-tracking (or vice versa)

Is it a missile weapon BTW ?