Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: bobbtmann on October 19, 2008, 08:02:51 pm

Title: Stymied by turrets
Post by: bobbtmann on October 19, 2008, 08:02:51 pm
Hi! So I'm in the process of making a small cruiser with side mounted multi-part turrets. I've made a test cube with the turret on it, and have run into problems. When I run the turret in the game, the centre for the turret changes. The computer picks some point in the middle of the box as it's rotation point. I've tried unglueing everything and remaking the heirarchy, but to no avail.

So does anyone have an idea as to why this thing doesn't work? I've attached a truespace screenshot, a side view, to show what I've got set up.


[attachment deleted by Tolwyn]
Title: Re: Stymied by turrets
Post by: pecenipicek on October 19, 2008, 08:48:22 pm
Multipart turrets can be only on top and bottom of the ship. on any other location they do not work properly.


Also, from experience the firepoint light needs to be under the turret base, not the turret arm.
Title: Re: Stymied by turrets
Post by: bizzybody on October 19, 2008, 08:50:29 pm
The any-angle multipart turrets still haven't made it into the main release?
Title: Re: Stymied by turrets
Post by: Scooby_Doo on October 19, 2008, 08:56:26 pm
Multipart (base/barrel) should now be supported in the latest releases. The firepoint is where the bolt originates from.
Title: Re: Stymied by turrets
Post by: pecenipicek on October 19, 2008, 08:57:06 pm
i know that it has been discussed a lot, but i dont think they actually were. there's a way around tho which involves using the animation code in the pof itself, but i'll leave the explaining for that one to someone more experienced.

[edit]@scoob, side multiparts have been implemented?  :wtf:
Title: Re: Stymied by turrets
Post by: Scooby_Doo on October 19, 2008, 09:11:30 pm
i know that it has been discussed a lot, but i dont think they actually were. there's a way around tho which involves using the animation code in the pof itself, but i'll leave the explaining for that one to someone more experienced.

[edit]@scoob, side multiparts have been implemented?  :wtf:

Well the ones I use for saga internals (which should be the same) support it.

Sorry only pic i have of it in action
(http://img.photobucket.com/albums/v356/Shodan_AI/SideTurrets.jpg)
Title: Re: Stymied by turrets
Post by: bizzybody on October 19, 2008, 09:18:03 pm
Ah, the famous GTVCube. ;)
Title: Re: Stymied by turrets
Post by: Scooby_Doo on October 19, 2008, 09:20:53 pm
Pretty much, actually the greebled GTV Cube LOL (actually just a bunch of boxes to show forward).  The two turrets are at 45 degrees.
Title: Re: Stymied by turrets
Post by: bobbtmann on October 19, 2008, 10:00:09 pm
So when I specify 72 degrees in the shp.tbm for both axis, and stick my normal out the side of the ship, it's not going to work? Does the normal have anything to do with the rotation of the base and the arm?
Title: Re: Stymied by turrets
Post by: Scooby_Doo on October 19, 2008, 10:15:36 pm
You have to get the up and forward vector, those in the subobjects (turret) properties.
Title: Re: Stymied by turrets
Post by: boewolf on October 19, 2008, 10:52:33 pm
i know that it has been discussed a lot, but i dont think they actually were. there's a way around tho which involves using the animation code in the pof itself, but i'll leave the explaining for that one to someone more experienced.

[edit]@scoob, side multiparts have been implemented?  :wtf:

So we can mount multi part turrets on the side of a cap ship.  Do we set them up the same as a top mounted MP turet?
Title: Re: Stymied by turrets
Post by: Scooby_Doo on October 19, 2008, 11:53:23 pm
Basically yes, however you do need to add the  $uvec and $fvec entries to the subobject properties.
Title: Re: Stymied by turrets
Post by: Bobboau on October 20, 2008, 07:05:31 pm
in other words, you need to tell the subobject which direction is up and which direction is forward for it's local frame of reference.