Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: BloodFleet on July 15, 2013, 11:38:27 pm

Title: capital ship turret problem
Post by: BloodFleet on July 15, 2013, 11:38:27 pm
ok well I've been doing some porting of mass effect and now homeworld 2 to FS2.
when I go into FRED, there is no turrets on the vaygr bc, it just says pilot

pics
POF file http://imageshack.us/f/16/0zaa.jpg/

Table data http://imageshack.us/f/39/stja.jpg/

so...and I missing something here, cause afaik I set this up right.
Title: Re: capital ship turret problem
Post by: headdie on July 16, 2013, 02:32:59 am
are you on about no modeled turrets on the ship?
Title: Re: capital ship turret problem
Post by: BloodFleet on July 16, 2013, 06:40:06 am
no, I mean in FRED, it looks like this http://imageshack.us/f/19/qts3.jpg/
Title: Re: capital ship turret problem
Post by: Dragon on July 16, 2013, 11:31:37 am
I know your problem.
In the subsystem proporties field:
special=subsystem
name=x
All your turrets are called "x" as far as the game is concerned, because of this. Remove this field and you should be allright.
Title: Re: capital ship turret problem
Post by: BloodFleet on July 26, 2013, 08:29:31 am
ok, another thing related to this.

so...I've heard things like this are a problem? http://imageshack.us/f/849/5but.jpg/

for turrets that are like the top and bottom ones I can get to work fine, any advice on how to approach ones like the one I have selected? I've tried multiple rotations and normal directions in the .pof but it never works right.
Title: Re: capital ship turret problem
Post by: The E on July 26, 2013, 08:40:32 am
Please take a look here:

http://www.hard-light.net/wiki/index.php/Turret_setup

For side-mounted turrets like those, you need to specify the Up and Forward vectors manually in the turret's subobject properties.
See also: http://www.hard-light.net/wiki/index.php/Subobject_and_subsystem_properties#.24uvec: