Author Topic: Weird backfiring  (Read 1948 times)

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I have a strange problem with one of my destroyers I made. For some odd reason a missile launching button turret that is supposed to be facing forward somehow ended up backwards ingame and will only fire backwards and waste the 1000+ missiles it is supposed to fire! I'll be getting some screens when I test some new changes with another ship but this is a serious problem. These missiles make up a large part of the ship's firepower and with one malfunctioning this just makes things harder.

The button turret in question appears normal in 3ds and ModelView but ingame it is backwords.
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Offline IPAndrews

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Shot in the dark. The axis associated with your turrets in 3DS is backwards?
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Um, it depends. The button turret is facing forward with its pivot aligned like the rest. If this one turret is faulty then the other 3 that are just like it should be faulty. The normals are right, pivot is right, the launch normal is forward... everything seems right. I got some new code in so I'm going to test it and get some screens.
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Offline Col. Fishguts

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Have you created the turret in question by mirroring some other turret ? If yes, a "Reset XForm" might help, as mirroring flips the normals sometimes, without being visible until you do a "Reset XForm".
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

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Done the x-form several times too. I could just delete and replace the turret then.

That aside I have one last question. I'm trying to give a ship of mine a huge forward beam cannon that can only be shot in the direction the ship is facing. In order to get it to even fire I made the cannon barrel an unmovable turret and gave it an fov of 10, but it wouldn't fire so I gave it an fov of 180 to test but it still won't fire. Any possibilities what could be the problem?
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Offline Col. Fishguts

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Ooh many.

The first and obvious: Have you beam-freed it ?
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

Visit The Babylon Project, now also with HTL flavour  ¦ GTB Rhea

 
Yeah. I am semi-familiar with FRed enough to make an eventless combat scene with basic orders and paths.

EDIT: The cannon does fire now but only when the FOV is set to 180. This means it looks very freaky when it fires but at least it works. Lastly to fix this, how can I get the ship to face the target? Whenever it attacks it goes broadside and ignores the use of the beam cannon. Any scripting advice?
« Last Edit: November 28, 2006, 11:28:19 am by Vengence »
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Offline karajorma

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Don't use ai orders. Script combat using waypoints. Or simply place the ships close to each other with the correct orientation
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Waypoints, got it.
I have created a masterpiece.

 

Offline Kieve

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Here's another possibility for the turret-cannon:
Add a gunbank with the cannon as a single firing point and set its default weapon to the beam.
To the best of my knowledge, all ships [can] use basic gun- and missilebanks, it's just not a common practice on anything not player-controlled.
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Offline Trivial Psychic

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Is this a type-4 beam?
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Type 0. And as far as I know, cap ships DON'T use basic firing points. I already tried that and nothing happend.
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Offline Trivial Psychic

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Type4 beams will ONLY fire straight down the firepoint.
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But will the ship actually target things? It just seems to refuse using that cannon.
I have created a masterpiece.