Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: blowfish on February 24, 2009, 05:56:09 pm

Title: Help with rotating subobjects
Post by: blowfish on February 24, 2009, 05:56:09 pm
OK, so I have this model where I want two subobjects to rotate.  So I set the movement type to "rotate" in PCS2, added $rotate=1.0 to the subobject properties field, and included it in the table.  But it doesn't rotate :wtf:.  Does anyone have any experience with rotating subobjects?
Title: Re: Help with rotating subobjects
Post by: Droid803 on February 24, 2009, 06:44:45 pm
Is the subsystem destroyable (as in, has a % hp value specified)? From when I tried, it doesn't work unless its destroyable.
The rotate axis also has to be specified, though I recall there was some issue with it (don't know if that has been fixed yet).
Title: Re: Help with rotating subobjects
Post by: blowfish on February 24, 2009, 07:04:24 pm
Thanks for the reply.  The subsystem is destroyable, and I did find an axis error by viewing it in a HEX editor.  But after fixing the error (matching the values to another model with a subsystem rotating on the SAME axis which I know works, it still doesn't rotate ...
Title: Re: Help with rotating subobjects
Post by: Water on February 24, 2009, 10:33:43 pm
Thanks for the reply.  The subsystem is destroyable, and I did find an axis error by viewing it in a HEX editor.  But after fixing the error (matching the values to another model with a subsystem rotating on the SAME axis which I know works, it still doesn't rotate ...
$special=subsystem
$name=top-spin
$rotate=5.1
propeller and helicopter work but not paddlesteamer with 2.03
Title: Re: Help with rotating subobjects
Post by: blowfish on February 24, 2009, 10:43:48 pm
I have all the necessary subobject properties filled out ... and these are rotating along the ship's Z axis (in Freespace axes).
Title: Re: Help with rotating subobjects
Post by: Water on February 24, 2009, 11:00:53 pm
I have all the necessary subobject properties filled out ... and these are rotating along the ship's Z axis (in Freespace axes).
In the lab with show pivots, are the subobjects in boxes and showing pivots where you would expect?
Title: Re: Help with rotating subobjects
Post by: blowfish on February 24, 2009, 11:08:36 pm
Yes.
Title: Re: Help with rotating subobjects
Post by: Water on February 24, 2009, 11:17:33 pm
Try copy pof and rename also add another table entry for it - to rule out cache, mod probs etc. If it shows up but fails then model is most likely.
Title: Re: Help with rotating subobjects
Post by: blowfish on February 25, 2009, 12:59:59 am
Well, this issue has been resolved.  Apparently, the fact that the subobjects' names contain "gun" means that they can't roate ... thank you VA for spending the time to help me with this ...
Title: Re: Help with rotating subobjects
Post by: Droid803 on February 25, 2009, 06:32:56 pm
O_o
That's a strange rule...
Title: Re: Help with rotating subobjects
Post by: Water on February 25, 2009, 10:41:55 pm
It make sense if you think of the autogeneration words (barrel, gun turret etc..)