Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Akalabeth Angel on November 08, 2008, 07:55:04 am
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Are subsystems ALWAYS defined by the box you seem in something like Modelview?
For example, let's say I have a cube on top of my ship and I call that cube the bridge subsystem. Now, with that subobject, do I still need to define it's area with the box in modelview (or whatever). And if for example, that box is defined as being larger than the model itself will it still take damage?
Basically, my question is, what is the connection between a polygon-represented/link subsystem and the means it takes damage. Is damage ALWAYS taken according to the constraints of the box itself. Or can damage be taken rather when the subsystem-polygon model itself is hit directly? So if the subsystem was for example, an irregular shape, like let's say the Faustus' radar dish was a fork shape, extending first up and then forward such that the overall shape is a U on it's side rather than an I upright. Obviously the radar is no longer a cube shape, so would a person have to define the whole area where it rotates as being the radar, to accomodate this? (even if a shot, misses the radar and strikes the hull instead because the forward fork of the radar happens to be at a different position in rotation at that point in time).
A convulted worded question perhaps, though fairly simple.
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Well, look at the Knossos...its subsystems are defined by two boxes, but:
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$Flags: ( "dont collide invisible" "big damage" "knossos")
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That makes the difference. About the damage, everything depends on the table entry. Let's take a look at the Watchdog:
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$Hitpoints: 20
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$Subsystem: turret01a, 20, 1.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret02a, 20, 1.0
$Default PBanks: ( "Terran Turret" )
[...]
Each turret has 4 hitpoints(20% of the total), for a total of 8(nearly 50% of the Watchdog's hull integrity).
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Well, look at the Knossos...its subsystems are defined by two boxes, but:
[...]
$Flags: ( "dont collide invisible" "big damage" "knossos")
[...]
That makes the difference. About the damage, everything depends on the table entry. Let's take a look at the Watchdog:
so you're saying if I throw down a "don't collide invisible" (minus the punctuation) it'll only hit the subsystem if it hits the polygons?
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No. What I said is that thanks to that flag you hit the Knossos only when you hit the model and not the large boxes. Without that flag all ships attempting to jump would crash.
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Are subsystems ALWAYS defined by the box you seem in something like Modelview?
Not if the subsystem is a subobject.
For example, let's say I have a cube on top of my ship and I call that cube the bridge subsystem. Now, with that subobject, do I still need to define it's area with the box in modelview (or whatever). And if for example, that box is defined as being larger than the model itself will it still take damage?
No subsystem box is necessary since it's a subobject. You'll need a $special=subsystem in the subobject's properties though.
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Aren't the Knossos' rings subobjects of the main(partially invisible) structure? They're defined by boxes...
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Yes but they don't have special points defined for them. The giant invisible box is there so the bounding box covers the entire model.
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For example, let's say I have a cube on top of my ship and I call that cube the bridge subsystem. Now, with that subobject, do I still need to define it's area with the box in modelview (or whatever). And if for example, that box is defined as being larger than the model itself will it still take damage?
No subsystem box is necessary since it's a subobject. You'll need a $special=subsystem in the subobject's properties though.
Is there some default in the modelling world where the subobject of a parent object adopts the same texture? Because that's what my subobjects are doing and it's getting on my nerves
EDIT - it might be a problem with PCS2's collada support. I posted in the appropriate thread.
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So now the collada thing is out of the way. But now of course there's ANOTHER problem. So I have my object, and it has submodels. I paint all the submodels 0,255,0 (invisible green) but in the game the green is now green rather than invisible. It worked before when they weren't parented to detail0, but now when they are parented they suddenly want to be green.
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Bah.
I don't understand this ****.
So I take a cargo container, and put 6 slabs around it. I make them subsystems, and give them the no carry damage flag. Effectively, they're supposed to represent armour.
So I enter a mission, and shoot out one of the panels. It works as predicted. Panel takes all the damage, hull is undamaged. Then I shoot the hull (the cargo container proper) directly through the space once occupied by the subsytems. BUT, even though I'm shooting the hull, the other subsystems are taking damage. Before I destroy the cargo container, 5/6 slabs are destroyed, even though I only ever directly fired at ONE of them. I'm firing using Subachs, nothing with area effect or blast radius.
So what the hell is wrong with this thing? Polygon subsystems taking damage without even being shot at????
PS - Also still can't get the textures transparent. 0,255,0 in a Jpeg is read as green not transparent. I try to do an alpha channel in DDS but photoshop won't let me save it because there are "too many channels". WHO KNOWS.