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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: KeldorKatarn on July 04, 2009, 11:28:53 pm

Title: Correct way of specifying rotating subsystems and turrets in PCS2?
Post by: KeldorKatarn on July 04, 2009, 11:28:53 pm
This Mantis issue made me think...

http://scp.indiegames.us/mantis/view.php?id=1946

What IS the correct way of specifying a rotating subsystem or a turret?
What exactly do the PCS2 fields Movement-Type and Axis mean and what does the $rotate= property exactly?
Do turrets e.g. need the Rotate Movement type or should that not be set for them at all?
What about subsystems that should steadily rotate. How should those be set?

Maybe someone should extend the modeling part of the wiki a bit. There's precious little information other than recommended poly count.

Thanks.
Title: Re: Correct way of specifying rotating subsystems and turrets in PCS2?
Post by: FUBAR-BDHR on July 04, 2009, 11:35:55 pm
I agree.  About the only thing I've been able to figure out is rotate= is apparently the same as specifying a rotation time in the tables. 

Quite a bit of PCS2 needs some docs and examples.
Title: Re: Correct way of specifying rotating subsystems and turrets in PCS2?
Post by: Wanderer on July 05, 2009, 07:39:45 am
From fs open code.... The code handles the turret rotation change (from normal rotation to turret rotation) internally as long as subsystems name contains a string "turret", "gun" or "cannon". But as the 'special turret rotation' movement_type is not used it should be ok to leave the turrets without any rotation movement type.

But i leave it for PCS2 proficient people to tell how to do that as i havent really used it that much.
Title: Re: Correct way of specifying rotating subsystems and turrets in PCS2?
Post by: chief1983 on July 06, 2009, 02:31:19 am
Some good clarification on this subject would be helpful for FotG, I was just fighting with the mentioned bug the other day on one of Galemp's satellites from the weapons pack.  Also, jacek is trying to convert his first turreted capital ship and it has off-axis mounted turrets.  Some refreshers on how these are done now would be very helpful.  I think there's enough docs on classic turrets but it would be good to have it all in one place if possible.