Author Topic: The Old Bug: Side-Mounted Multi-Part Turrets  (Read 1543 times)

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Offline Trivial Psychic

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The Old Bug: Side-Mounted Multi-Part Turrets
Howdy All:

Please forgive the noobish nature of this question, but I need clarification on this issue.  I_E_Maverick and I have been trying to get the TBP ship Bin'Tak, in-game.  Unfortunately, this model has extensive use of side-mounted turrets.  While they will shoot at stuff, the fact that their barrels must be vertical in the default model configuration is causing them to behave as though they are dorsal or ventral-mounted turrets.  I can see 2 ways to solve this, but I need to know if they're even possible.

1 - Place the barrels for the multi-part turrets, at 90 degrees to be turret base, rather than to the ship's central axis.  This would allow the turret normals to be placed in the appropriate default position, rather than straight up in the air, so that the fof can be set to include all appropriate firing directions, without trying to fire through the hull.  Obviously, me just saying this needs to be done, is hardly enough to make it work.  I need to know if this is possible.

2 - Set the fof to maximum but restrict through-the-hull firing.  I recall someone on the SCP team (Bob I think) once made a change to the turret AI code, preventing it from firing through the hull of its parent ship.  It was withdrawn because if seemed to break existing missions (such as when Koth tries to ram the Repulse through the Colossus).  If this could be reimplimented on a selected basis, I could set the fof to 360 degrees, and trust this code to prevent it firing where it shouldn't.  It it could be implimented by a ships table flag, new models could benefit from this code and allow the turret type I am suggesting.  Is this possible?  Can this code be implimented and if so, would it achieve what I am proposing?  Would it continue to track and target ships within its fof, even if the blocking code is preventing it from firing?

I'd realy appreciate an answer to this, as our ability to get the Bin'Tak in-game depends on this.  If we can't overcome this, the resulting options are not very promissing.

Later!
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Offline StratComm

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The Old Bug: Side-Mounted Multi-Part Turrets
It's unfortunately not that simple.  While you can "set" multipart turret axes in the POF, the game automatically assumes that they will rotate as though they were dorsal or ventral turrets.  No matter what you do, the base will always rotate around the y(vertical) axis and the barrels forward and back.  I don't think they will ever fire more than 90 degrees away from their FP, so one "faked" to work on the side as though it were a dorsal mount would not shoot down IIRC.

If it has lots of side mounts and no top/bottom ones, you could hack at it and rotate the entire model 90 degrees to where it is, by default, on its side.  Then your side-mounted multiparts would work (dorsal/ventral ones wouldn't) and the only downside would be a FUBAR'd techroom view (and the fact that you'd have to correct its rotation in FRED each time you use it, providing you have a set "plane" that ships consider up/down).  I'd at least give that a try and see if you can get better results that way.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
The Old Bug: Side-Mounted Multi-Part Turrets
i mean you are the scp. couldnt you do something about that? i dont think that we are the only ones that have a problem with this.

 

Offline StratComm

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The Old Bug: Side-Mounted Multi-Part Turrets
I'm actually not SCP (though I'd give it a go if I could ever get WinCVS to work), but I do know at least some of the lingering problems and limitations.  The turret code, as I understand it, is a horrendous mess.  We're not talking about a simple fix here, no matter how you approach it, unless someone is secretly re-writing it in a more sane manner.  That's why my first suggestion is to think outside of the box from a modeling and conversion perspective, because as much as we dispair over it I don't think the fix is even on most coder's priority list.  As I've seen it presented in the past, it's right up there with Geomod on the "don't ask for this" list.  Of course, so was multidocking for the longest time, so who knows.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Goober5000

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The Old Bug: Side-Mounted Multi-Part Turrets
Quote
Originally posted by I_E_Maverick
i mean you are the scp. couldnt you do something about that? i dont think that we are the only ones that have a problem with this.
The SCP has been trying to fix it for nearly two years, with no luck so far.

Some things just aren't that simple.

 

Offline Trivial Psychic

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The Old Bug: Side-Mounted Multi-Part Turrets
So, option 2 isn't even a possibility?
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Offline WMCoolmon

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The Old Bug: Side-Mounted Multi-Part Turrets
Bobb said something about it not being as hard as daveb thought it was, but I never heard anything more about that (nor did I really investigate it.)

Number two is an interesting idea, but I'm not sure if it would work. The bottom half of the turret is supposed to rotate left/right, the other half up/down. Not taking into account the turret being rotated at all, it would be turning on entirely the wrong axis.
-C

  

Offline phreak

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The Old Bug: Side-Mounted Multi-Part Turrets
aifft_rotate_turret() and model_rotate_gun() sound like good places to start
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