Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: EAD_Agamemnon on March 16, 2006, 11:10:08 pm

Title: Eye Points
Post by: EAD_Agamemnon on March 16, 2006, 11:10:08 pm
Okay....I solved my gun point problem...after the fact...as usual....

Now I'm trying to fix the eye points. I move the eye point on the test ship to where its behind and above the ship, so I should be viewing part of the bow of the ship along with a turret that will be in lower half of the screen. Ive set a new eye point, and tested it using a new player profile, since THAT was they key to making my cruiser's forward main guns work, but the new eye point seems to not work.

Any thoughts?
Title: Re: Eye Points
Post by: Taristin on March 16, 2006, 11:51:29 pm
If you made the eyepoint in Modelview it will not save. Get the coords in modelview and edit the model in PCS and it should work.
Title: Re: Eye Points
Post by: StratComm on March 17, 2006, 03:14:02 pm
You won't see your ship unless you add the "show ship" flag.  Even if the eyepoint is external to the model in such a way that you should see your ship from it, it still won't show.
Title: Re: Eye Points
Post by: EAD_Agamemnon on March 17, 2006, 06:47:11 pm
Okay. That worked. The lower half of my view is of the 2 forward dorsal turrets.  I'll keep up testing though. Once I'm done testing on this Aeolus, I'm going to fix it where the vessel has a direct-fire broadside. (You will need to use external camera to see the target however...if it will work this way).

Curious...is there a way to control when a turret fires? I mean where AI will track the target, but YOU control weapons fire.

Title: Re: Eye Points
Post by: StratComm on March 17, 2006, 07:35:52 pm
I'll go ahead and warn you that "show ship" doesn't work well for capships.  You'll figure out why sooner or later, but I will tell you to be sure and test it with something in front of you.
Title: Re: Eye Points
Post by: EAD_Agamemnon on March 17, 2006, 08:01:00 pm
So far it seems to work.
During my tests though, I noticed that in mssion 3 THE ROMANS BLUNDER, which I've been using to test, since it involves enemy capital ships, the enemy cruisers will fire on my wingmates with their main beam cannons, but not me. I mean come on....I want the schmucks to shoot me too. I'll see how it works by making the LRed, which I have made the main guns of the enemy Leviathan, but if I do this, they'll fire on anything.  I'd like to keep them as anti-capital only.