Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Stormkeeper on July 25, 2008, 12:39:05 pm
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I've been wondering, does the current FSO build support recoil turrets? As in, when the turret fires, the barrel gets kicked back into the turret housing, or barrel housing. I've been observing the multi part turrets in game and I've never noticed any recoil animation on any of the turrets. Is it possible to do this in the models and heirachy itself, or must new code be added to the build to make it work?
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.tbl hacks? I don't know for sure, but there are subobject 'animating' commands for the FS SCP ships.tbl
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Yes youd need to animate and assign the "when fired" trigger. I'd have a go, but the Lamia and nukes Phoenix both intimidated the Heck outta me learning such ting tings yet.
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But I suppose that I'd have to create a "barrel in a barrel" kind of thing. Like creating a normal barrel, then modelling a slightly smaller one and fitting inside, and assigning the appropriate hierachy?
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I can honestly say i have no clue what will move, what will stay put and what will rotate if barrels have children / sub-objects.
So i may have to wait and see if a "superior brained one" can take the topic from here.
Sorry SK :(
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It would be awesome to add this to the big THTs on the Orion and the Heavy Flak Guns on the Hecate.
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Recoil of any kind is currently not possible beyond _really_ gumby looking off centre rotations of the smaller barrel (ie, you set the centre way away from the gun, and have it rotate backwards and forwards by tiny amounts.) or scripting which will as far as I know break collision detection for at least the turret barrel.
There is a "turret-firing" trigger for submodel animations, but it only works for single part turrets, making it completely useless for turret recoil. Believe me I've tried. :( Taylor was working on a 'turret fired' trigger that would work with multipart turrets, but according to mantis he's not anymore.
Added to this is that there appears to be a 5 level of hierarchy practical limit to FS models. Anything above this causes bizzare bugs in of all things the rendering process. Shots look 2d, effects appear and vanish depending on the view cameras angle and stuff like that.
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I did guess that you <Autobot voice>code masters</Autobot voice> would have had a go at it.
We'll live without turret recoil :)
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Yea, I suppose.
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Well, too bad then. We'll live.