Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StargateSpankyHam on May 18, 2011, 01:30:12 pm

Title: Turrets and their firing arcs
Post by: StargateSpankyHam on May 18, 2011, 01:30:12 pm
I've reached the point where I am fairly confident in working PCS2. I have added subsystems and fighterbays, moved engine glows around, retextured, and changed the normals of turrets on some ships to point in more suitable directions.

However, out of all my PCS2 experimentation, I have not yet found the 'firing cones' of the individual turrets, in which the turrets will actually fire. Also, I am curious - what does the 'check hull' flag do, in subsystems flags? Does it check to make sure that the weapon will not clip through the hull of the firing ship? I often have issues with some ships (like the Hecate) firing through themselves.

My reason for asking this is two-fold: Firstly, along the spine of the Hecate is an array of four little round things, which to me, look a lot like missile launch ports. I'd like to make new turrets and turn these into (largely) omnidirectional missile launch ports. Secondly, I'd like to modify the existing missile launchers on other ships, so that they too will have omnidirectional torpedo launch capability.

Unfortunately, in analyzing ships like the Solaris and Phoenix Rising, I haven't found anything in PCS2 that pops out at me, as to what the firing cone of the weapon might be. I've changed a few normals, but as nearly as I can tell, that only changes the direction of the cone, not the actual width of the cone, right?
Title: Re: Turrets and their firing arcs
Post by: General Battuta on May 18, 2011, 01:33:42 pm
Check hull does what you think it does. VLS turrets should have an FOV around 270.
Title: Re: Turrets and their firing arcs
Post by: StargateSpankyHam on May 18, 2011, 01:40:42 pm
Okay, but how do I change a turret's FOV?
Title: Re: Turrets and their firing arcs
Post by: The E on May 18, 2011, 01:43:00 pm
In PCS2, go to the turret subobject. In the properties field, add "$fov=<some value>".
Title: Re: Turrets and their firing arcs
Post by: Fury on May 18, 2011, 01:44:30 pm
In PCS2 open SubObjects, detail0, turretxx. In right you see $fov=<value>, edit that. Before saving, please remember to run purge bsp cache under data menu, this avoids collision detection issues.

Edit: Got ninja'ed by E.
Title: Re: Turrets and their firing arcs
Post by: Sushi on May 18, 2011, 03:35:37 pm
In PCS2 open SubObjects, detail0, turretxx. In right you see $fov=<value>, edit that. Before saving, please remember to run purge bsp cache under data menu, this avoids collision detection issues.

Edit: Got ninja'ed by E.

What kind of issues?
Title: Re: Turrets and their firing arcs
Post by: StargateSpankyHam on May 18, 2011, 05:56:00 pm
Awesome - works great now.

Also, I put an extra pair of turrets on the Kismat, since the necessary stuff for it was in the subobjects.

Sushi, I assume the issues would be collision-detection issues? Stuff like weapons fire passing through ships and the like, as a result of not doing the bsp cache-thingy? I know Fury probably saved me a lot of time and frustration with that tip :D

Anyway, on a completely unrelated note, what does the navigation subsystem do? What happens if it is destroyed?