Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on January 03, 2007, 05:07:52 pm
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I'm trying to get a subobject to rotate like a gattling gun and I'm getting loads of stupid errors. I set the POF to rotate within the properties and now I'm sure it is the tables that is causing the problems. I never did an animation before so I need some advice on how this should work out:
$Subsystem: Object01, 10,1.0
$animation: triggered
$type: initial
+relative_angle: 0,0,0
+sub_type: 1
+delay: 1000
+velocity: 0,0,90
This should be set to rotate only when I'm working the second primary.
EDIT:
Changed the code:
$Subsystem: Object01, 10,1.0
$animation: triggered
$type: primary_bank
+delay: 0
+relative_angle: 0,0,0
+velocity: 0,0,90
+acceleration: 0,0,100
I get no bugs but the gun doesn't rotate.
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Is this for a fighter or a Capship?
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Fighter. Don't tell me it only works for capitals :(
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It only works for capitals....
Good news is, it's actually easier to do on fighters :)
Take a look at:
www.aqsx85.dsl.pipex.com/Azaes.zip
Check in the Azaes-shp.tbm and look at the $Weapon Model Draw Distance and $Show Primary Model settings, and in Maul-wep.tbm and look at $Model File onwards for about 3 lines to get an idea of how it's done on fighter-based weapons :)
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and that trigger is for when you _select_ a bank, not fire it.
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use vwep with fighters
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It only works for capitals....
Good news is, it's actually easier to do on fighters :)
Take a look at:
www.aqsx85.dsl.pipex.com/Azaes.zip
Check in the Azaes-shp.tbm and look at the $Weapon Model Draw Distance and $Show Primary Model settings, and in Maul-wep.tbm and look at $Model File onwards for about 3 lines to get an idea of how it's done on fighter-based weapons :)
Huh, I see. I'd rather not spent alot of time going over re-exporting the models given how many times it crashes on me but I'll keep these codes incase I need them.