Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Lt. Spanks on March 16, 2015, 08:43:29 pm

Title: Turret Rotation Problems
Post by: Lt. Spanks on March 16, 2015, 08:43:29 pm
I have rotating turrets... believe it or not... they don't rotate  :sigh:
They sit there at the +relative_angle of 70% i have set for them and do absolutely nothing.

I have tried many things and I was wondering if anyone who has experienced and troubleshooted this problem could tell me how whats going on.

Thanks
-Spanks
Title: Re: Turret Rotation Problems
Post by: Deora11 on March 16, 2015, 10:33:31 pm
In PCS2, do your turrets have firepoints and paths. One of my models did the same thing because I didn't have these.

Please note that this is one of many possibilities, but what I've posted is what came to mind at this time.
Title: Re: Turret Rotation Problems
Post by: zookeeper on March 17, 2015, 01:47:42 am
Nothing specific springs to mind. It could likely be caused by a number of things, in my experience more likely in the model rather than tabling.
Title: Re: Turret Rotation Problems
Post by: Lt. Spanks on March 17, 2015, 03:57:56 pm
I most definitely have the paths Deora... I made sure those were working, however the firing points, I am not totally sure. 
I guess I'll have to make my own and troubleshoot it a bit...
Title: Re: Turret Rotation Problems
Post by: Droid803 on March 18, 2015, 01:46:01 am
Would probably be easier if you linked the pof/table in question rather than having everyone guess.
There could be a myriad of reasons.
Title: Re: Turret Rotation Problems
Post by: Lt. Spanks on March 18, 2015, 08:07:39 pm
That is a fantastic idea...
I was just seeing if there was any surefire fix for turret rotation... a common mistake perhaps; that could be easily resolved.

Code: [Select]
#Ship Classes

$Name: NAUFg Reaver
$Short name: NAUFrig
$Species: Terran
+Tech Description:
XSTR("TBD", -1)
$end_multi_text
$POF file: arpyia.pof
$Detail distance: (0, 1350, 8000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 2.0
$Max Velocity: 0.0, 0.0, 28.0
$Rotation time: 140.0, 140.0, 100.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 200.0
$Max Oclk Speed: 60.0
$Max Weapon Eng: 200.0
$Hitpoints: 100000
$Flags: ( "big damage" "corvette" "in tech database"  )
$AI Class: Colonel
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -1000
$Closeup_zoom: 0.5
$Score: 1100
$Subsystem: turret01,0.625, 2.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret02,0.625, 2.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret03,0.625, 2.0
$Default PBanks: ( "HVG 5AAA" )
$Subsystem: turret04,0.625, 2.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret07,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret08,0.833,1.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret09,0.833,1.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret10,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret11,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret12,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret13,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret14,1.875, 3.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret15,1.875, 3.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret16,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret17,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret18,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret19,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret20,0.833,1.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret21,0.833,1.0
$Default PBanks: ( "AAA7p2" )

$Subsystem: turret22,1.875, 3.0
$Default PBanks: ( "HVG 18Heav" )
$Turret Base FOV: 359
$animation: triggered
$type: initial
+relative_angle: 70, 0, 0

$Subsystem: turret23,1.875, 3.0
$Default PBanks: ( "HVG 18Heav" )
$Turret Base FOV: 359
$animation: triggered
$type: initial
+relative_angle: 70, 0, 0


$Subsystem: turret24,1.875, 3.0
$Default PBanks: ( "HVG 18Heav" )
$Turret Base FOV: 359
$animation: triggered
$type: initial
+relative_angle: 70, 0, 0

$Subsystem: fighterbay, 5,0.0
$Subsystem: radar, 5,0.0
$Subsystem: sensors, 5,0.0
$Subsystem: navigation, 5,0.0
$Subsystem: communications, 5,0.0
$Subsystem: weapons, 5,0.0
$Subsystem: engine1, 5,0.0
$Subsystem: engine2, 5,0.0
$Subsystem: engine3, 5,0.0
$Subsystem: engine4, 5,0.0
$Subsystem: engine5, 5,0.0
$Subsystem: engine6, 5,0.0



#End

Turret 22, 23, and 24 are the not rotating rotating turrets. :P

What does one do to put up a .pof?
Title: Re: Turret Rotation Problems
Post by: niffiwan on March 18, 2015, 08:15:27 pm
What does one do to put up a .pof?

Any free filesharing host would do, e.g. Dropbox, Box, Google Drive, Mediafire (etc)
Title: Re: Turret Rotation Problems
Post by: Deora11 on March 18, 2015, 09:51:15 pm
Your tables check out fine to me. Must be a POF problem.
Title: Re: Turret Rotation Problems
Post by: Lt. Spanks on March 20, 2015, 06:50:48 am
Here https://www.dropbox.com/s/0n24jlhen7zr2tv/arpyia.pof?dl=0 (https://www.dropbox.com/s/0n24jlhen7zr2tv/arpyia.pof?dl=0) is the .pof!
Title: Re: Turret Rotation Problems
Post by: zookeeper on March 20, 2015, 07:07:31 am
Well the game can't know along which axes the turrets should rotate. You can fix that by just giving all 3 submodels these extra properties:

Code: [Select]
$uvec:0,1,0
$fvec:0,0,1

Or, perhaps, by simply setting the rotation axis in that same subobject tab. I've never used that method myself.
Title: Re: Turret Rotation Problems
Post by: Lt. Spanks on March 20, 2015, 08:20:27 am
Quote
Well the game can't know along which axes the turrets should rotate. You can fix that by just giving all 3 submodels these extra properties:

$uvec:0,1,0
$fvec:0,0,1

Or, perhaps, by simply setting the rotation axis in that same subobject tab. I've never used that method myself.

Where does this go? In the table file or the .pof file?
Title: Re: Turret Rotation Problems
Post by: zookeeper on March 20, 2015, 08:23:39 am
The .pof file, subobject properties for the turrets (not arms).
Title: Re: Turret Rotation Problems
Post by: Lt. Spanks on March 20, 2015, 09:51:45 am
Didn't help... i might take the original table file and pof file... plug them in, and see if they rotate without being edited by me... I might have messed something up.
Title: Re: Turret Rotation Problems
Post by: Deora11 on March 21, 2015, 02:05:50 am
With some basic testing on my behalf, I found no issues. I used the exact same .POF and table entry, however I used a different weapon for the turrets (for obvious reasons).

Could be worth looking into the weapon used in the turret, cause I could not find the problem your having.

I will dig a little deeper later, but for now this is what I could deduce.
Title: Re: Turret Rotation Problems
Post by: Lt. Spanks on March 21, 2015, 09:55:12 am
Yup it's the weapon...
It is derived from the Terran Huge Turret, which when used in the same scenario works fine, I just don't quite know what the issue is...