Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on January 03, 2007, 05:07:52 pm

Title: Omg this is stupid!
Post by: Vengence on January 03, 2007, 05:07:52 pm
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:

Code: [Select]
$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:

Code: [Select]
$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.
Title: Re: Omg this is stupid!
Post by: Flipside on January 03, 2007, 05:46:42 pm
Is this for a fighter or a Capship?
Title: Re: Omg this is stupid!
Post by: Vengence on January 03, 2007, 05:48:28 pm
Fighter. Don't tell me it only works for capitals :(
Title: Re: Omg this is stupid!
Post by: Flipside on January 03, 2007, 06:00:31 pm
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 :)

Title: Re: Omg this is stupid!
Post by: Bobboau on January 03, 2007, 10:12:35 pm
and that trigger is for when you _select_ a bank, not fire it.
Title: Re: Omg this is stupid!
Post by: Nuke on January 04, 2007, 08:22:05 am
use vwep with fighters
Title: Re: Omg this is stupid!
Post by: Vengence on January 04, 2007, 09:48:19 am
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.