I've been playing around with Wanderer's new build and i've run into a snag... i think this is a pof issue prolly...
On Trashman's archangel model, hes got 8 massive turrets, very reminiscent of an old WW2 battle ship. Wanderer's build allows for setting a base FOV, essentially limiting how far the turret can turn left or right based off the $fvec value in the pof.
What I'm running into is the aft top side turrets need a $fvec of 0,0,-1 to make the base's front side face aft so that the Base FOV value is based at 180 deg relative to the ship instead of 0 like the forward turrets. That works except the barrels don't go with it... instead they stay in place attached to the back side of the turret instead of the front.
If i set the fvec to 0,0,1 the barrels are in the proper place but 0,0,1 is 0 degrees relative to the ship so the Base FOV value doesn't work for the model (the turrets will shoot at stuff thats in front of the ship, through the super structure)
here's the table entry for one of the top side aft turrets
$Subsystem: Turret05a, 5.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Maximum Barrel Elevation: 80
$Turret Base FOV: 320
$Flags: ( "use multiple guns" "fire on target" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 90,180,0
So essentially with $Fvec:0,0,-1 and $Turret Base FOV: 320, the turret has a horizontal firing arc between 20 and 340 degrees relative to the ship. anything at a bearing less than 20 degrees and more than 340 degrees (pretty much directly ahead of the ship), the turret won't point at. Thats working right except the barrels are misaligned to the base and i r stuck on that.
BTW the animation code doesn't make a difference with the Base FOV setting. it's purely based off the $Uvec and $Fvec in the .pof