Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bobboau on November 18, 2006, 05:49:28 pm
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executable (http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_11-18-06.zip)
test data (http://freespace.volitionwatch.com/blackwater/turret_test.zip)
axis specific FOV settings, it requires you define axies for the subobjects. (setting all of this up is probly going to be sort of confusing for most of you)
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What did you change? I'm not seeing anything I don't recognize in any of the test data.
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Does this create Homeworld style turrets?
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maybe...
the difference is all in the submodel, I included the data from the last turret test too you are looking for number 2 stuff.
in the turret base you can include a "$y_fov" wich is the fov in the y direction (of the base turret), you need to define a u and f vecs on the base, and usualy (I would imagine for this feature) you iwll need to define a u and f vec for the arm model as well. (see my other topic (off axis rotation) for an explanation of what these are). the turret fires along the arm's uvec, and rotates around the bases uvec.
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That sounds very much like homeworlds... very cool :) (the base can usually move around 180 degrees and the arm about 90 degrees.)
All those that are working on homeworld mods for fs2 should be one step happier.....
Ohhhhhhh even more than just them.... we can use that to help prevent firing through hull problem! (http://www.ilovejeeps.com/forums/images/smilies/vb_biggrinbounce2.gif)
Next up, arm recoil :-)
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oh, yeah the fireing through self thingy... I'll have to re-fix that, and hook it into a subsystem flag this time.
as for recoil, well that's something that's gona have to be something that gets done via the animation system, when it gets translation suport. which I supose I could try working on, but that's going to be a bit bigger.
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I've gotten turret recoil to work with the "turret firing" subobject animation and an axis very far away from the base. However the turret only recoiled if nothing on the turret is moving. So you could only see the recoil if everything was standing still.
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Well this will definetely supplement the fire through hull.... Last thing you want to see looking out a capship window is a huge turret pointed straight at you... even if it's not firing :lol:
Well I can see recoil happening a lot sooner than side mounted turrets. Suprising how all these little things are actually getting done :yes:
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Bobbs release before this one DID allow side-mounted turrets iirc ;)
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WHAT?!?!?!?!?!!?!!!!!!!!!!!!!!!!!!!!!!!!!!!! :eek2: :eek:
info please! is this multipart turrets? This could come in handy real soon for Saga.
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yeah, you need to look at the other thread.
Actualy side mounted isn't completely acurate as you can mount them in what ever orientation you want.
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il probibly play around with this later on. try some different turret configurations.