Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: BlasterNT on July 25, 2011, 05:02:42 pm

Title: Rotating Singlepart Turrets
Post by: BlasterNT on July 25, 2011, 05:02:42 pm
I am making a ball and socket type turret, where the rotating part is enclosed by a shell, and can rotate on both the x and y axis.  Is this possible to do with a single-part?
Title: Re: Rotating Singlepart Turrets
Post by: Droid803 on July 25, 2011, 05:14:16 pm
No.

Make it a multipart with one invisible part
Title: Re: Rotating Singlepart Turrets
Post by: headdie on July 25, 2011, 06:28:15 pm
all you need is a cube, dosnt need to be textured for the turret base and surround it with the ball as a subobject of the base like you would the barrels of a conventional multipart
Title: Re: Rotating Singlepart Turrets
Post by: Trivial Psychic on July 25, 2011, 06:43:42 pm
I'm not sure if this is still an issue, but back when I was active with TBP, I encountered a problem with an early iteration of the Drakh Mothership whose turrets were made with a really small base portion.  It made damaging the turret nearly impossible, as the hits would only be registered if they struck the base.
Title: Re: Rotating Singlepart Turrets
Post by: Droid803 on July 25, 2011, 09:10:29 pm
Don't make it small. Make it invisible.
Title: Re: Rotating Singlepart Turrets
Post by: BlasterNT on July 26, 2011, 11:54:41 am
How do I do that?  Right now, I just don't have a texture assigned to it.  It's not a big deal anyways, because the cube can comfortable fit in the "arm" of the turret and still have an effective hit area. 
Title: Re: Rotating Singlepart Turrets
Post by: Droid803 on July 26, 2011, 01:02:41 pm
That would work.
You could either assign no texture, or assign a texture called "invisible" to it.
Title: Re: Rotating Singlepart Turrets
Post by: BlasterNT on July 26, 2011, 01:10:42 pm
Oh, okay, great. 

Argh, but having further problems of actually making the turrets work...  These turrets are on a fighter (that won't be piloted by the player, although i'm piloting them myself to test them, and they are on the front of the fighter, so their "rest" position in PCS 2 is with barrels sticking forward.  I have the properties set up like the turret on an Ursa or Medusa, both in the POF, and in the tables, but the turrets just won't _shoot_.  There's an option to select the weapons for them in FRED, so I know they're being treated like turrets, but they never pivot around and track or anything, they just sit there.  Is there anything I'm missing?
Title: Re: Rotating Singlepart Turrets
Post by: Droid803 on July 26, 2011, 02:08:48 pm
if they don't point straight up or straight down you need to give it fvec and uvec.

cue the millionth and first time i explain this :D

Read this: http://www.hard-light.net/forums/index.php?topic=76047.msg1533728#msg1533728

barrels sticking forward use

Code: [Select]
$uvec:0,0,1
$fvec:0,1,0
Title: Re: Rotating Singlepart Turrets
Post by: BlasterNT on July 27, 2011, 12:05:50 pm
Ah, okay, thanks very much.  I read in a very old post that only bombers can use turrets as well, is that still the case?
Title: Re: Rotating Singlepart Turrets
Post by: Commander Zane on July 27, 2011, 12:09:12 pm
--Steve-O-- has fighters used in BP with turrets. The Wraith / Uriel and the Banshee / Izra'il.
There's also the Tylisos from Ancient-Shivan War.

Wow I wasn't ninja'd for a change?
Title: Re: Rotating Singlepart Turrets
Post by: The E on July 27, 2011, 12:11:19 pm
Any ship can carry turrets.