Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Tachnyrus on July 20, 2001, 08:34:00 am

Title: that annoying newbie again...
Post by: Tachnyrus on July 20, 2001, 08:34:00 am
Yes, I'm the annoying newbie.
Now...

You create turrets by building a gun model and glue a light as a sibling to it, right? Well, what light do you use? Infinite or local? And what way will infinite point if it's used?

Also, I've tried doing this and set my gun turret and object info in FSMM2, but it won't fire. Also, in my subobjects section of FSMM2, if lists both the light and the gun model for some odd reason.

I made sure to glue as sibling.

What gives? My turrets will show up ingame, but won't shoot!

Suggestions? Answers? ... beatings?... [gulp]
Title: that annoying newbie again...
Post by: Taristin on July 20, 2001, 10:01:00 am
Local
Title: that annoying newbie again...
Post by: DragonClaw on July 20, 2001, 10:29:00 am
  I'll go with Snipe's answer.

------------------
    -Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
   -Fleet Admiral of The Ancients Armada ("http://ancientsarmada.cjb.net/")

         
Quote
The fear always controls our attitude, let us fear no more!
Title: that annoying newbie again...
Post by: Darkage on July 20, 2001, 10:56:00 am
dont use FSMM2 it s*cks use Kazans tools,and modelview for pof edeting.i lost those url's for the progs (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

------------------
      (http://forums.civfanatics.com/smilies/beerchug.gif)      
------------------
                   [email protected]                  Staff member of
SOC Inferno,can you defeat the shivans?  

Soc Inferno

iqc 102628858
Title: that annoying newbie again...
Post by: Tachnyrus on July 20, 2001, 12:37:00 pm
Ok. I've built the turret model, selected the local light, and "glue as sibling". Then, I rename the turret/light model to "Turret ,1". I select that combo and "glue as child" and glue to my ship.

Next, I convert it, and then open up FSMM2 and go to objects. For some odd reason, is says: "(1) None" "(2) Turret". What's with "none" thing? One more appears for every turret i add.

What's up?
Title: that annoying newbie again...
Post by: Tachnyrus on July 20, 2001, 12:57:00 pm
Or hell,

If anyone has the time, I was wondering if anyone could e-mail me a Truespace 1.0 format (.cob) model of a turret that is ready-to-go. A turret that I can just slap (glue) onto a model, give the turret info in FSMM2 and have it blasting away.

A thin square with teh local light is probably best, because it (I believe) uses the least polygons possible. I'm not going for elegance; just functionality.

Thanks anyone.

E-mail: [email protected]
Title: that annoying newbie again...
Post by: aldo_14 on July 20, 2001, 02:15:00 pm
 
Quote
Originally posted by Tachnyrus:
Ok. I've built the turret model, selected the local light, and "glue as sibling". Then, I rename the turret/light model to "Turret ,1". I select that combo and "glue as child" and glue to my ship.

Next, I convert it, and then open up FSMM2 and go to objects. For some odd reason, is says: "(1) None" "(2) Turret". What's with "none" thing? One more appears for every turret i add.

What's up?

None is the name of the hull object.

As for actual firing, you need;
- a tbl entry for the turret (the object name)
- sub-object entries for the turret object;
$special=subsystem
$fov=180
$name=laser turret
(fov is the viewable cone of the turret - ie the range it can fire in)
- add a firing point / postiion info in a new turret.  

(you are prb. better off doing this with ModelView)

And make sure all turrets / lights are glued as sibling, as I've had problems when gluing as child.

Also, remember beam-free-all if necesarry.

Title: that annoying newbie again...
Post by: morris13 on July 21, 2001, 11:00:00 am
I spent quite a while yesterday trying to figure this out, and since there really isn't a step by step 'hierarchy for dummies' instruction I thought i'd post one. Once you've got your object aligned, scaled, all your turrets in place and set up
1: make a LOCAL light for each turret/ subobject/shield grid. Make sure the light is aligned with the axis of the object its going to be glued to.
2: select light - glue as CHILD to the associated subobject
3: rinse and repeat as nessecary until all subobjects have their light. Once done rename all your subobjects turret01,turret02 etc. remember not to use caps.
4: select your first subobject - glue as child - to the main hull object
5: select the hull subobject - glue as sibling - all other subobjects. You can do this all in a lump. hit the glue as sibling button and click on each turret in succession, you don't need to reselect or move in the hierarchy or anything. simple.

I hope this helps some of those people who are as helpless as I am =P
Title: that annoying newbie again...
Post by: Tachnyrus on July 21, 2001, 11:30:00 am
Thanks a lot for the instructions, Morris.
Title: that annoying newbie again...
Post by: morris13 on July 22, 2001, 12:26:00 am
make sure to let me know if any of it doesn't work, but it should =P