Author Topic: Beams out of multiparts (problem)  (Read 1766 times)

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Offline Droid803

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Beams out of multiparts (problem)
I'm trying to get beams to shoot out of a dual-barrelled multipart turret properly.
So far, I've managed to get it to fire straight out of the barrel (sorta - it's aligned, but read on...), but there's a delay between the two beams firing even with "use multiple guns" set. "use multiple guns" works when I have normal primaries on it, but not with beams.

Also well... look at the screenshot. (lvlshotted)



The beams aren't lined up with the barrels.

I've checked the normals on the turret, and they are right inside the barrel (I even made them pointing straight up). Furthermore, there isn't this issue when I have it fire a normal weapon with a long trail. Scratch that - it still is, just not as noticable.

Is there a way to fix either of these issues?

I can live with the beams not both firing at the same time, but having them hand outside of the turret just looks stupid.
« Last Edit: June 20, 2009, 12:38:44 pm by Droid803 »
(´・ω・`)
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Offline FUBAR-BDHR

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Re: Beams out of multiparts (problem)
I just got this working in TBP. 

Subsystem entry from ships.tbl
Code: [Select]
$Subsystem:                   turret08a,      1.2, 2.4
    $Default PBanks:     ( "EA Nova-X main beam" "EA Nova-X main beam" )
    $Flags: ( "carry no damage" "use multiple guns" )
    $animation: triggered
    $type: initial
    +relative_angle: 90,0,0

Weapon table entry

Code: [Select]
$Name:                        EA Nova-x main beam
$Model File:                  none
@Laser Bitmap:                none
@Laser Color:                 200, 60, 60
@Laser Length:                0.0
@Laser Head Radius:           0.0
@Laser Tail Radius:           0.0
$Mass:                        100.0
$Velocity:                    2000.0
$Fire Wait:                   2.5
$Damage:                      350
$Armor Factor:                1.0
$Shield Factor:               1.0
$Subsystem Factor:            1.0
$Lifetime:                    3.0
$Energy Consumed:             0.0
$Cargo Size:                  0.0
$Homing:                      NO
$LaunchSnd:                   124
$ImpactSnd:                   88
+Weapon Range:                5500
$Flags:                       ("Big Ship" "cycle" "huge" "beam" "same turret cooldown")
$Icon:                        icongun05
$Anim:                        LoadGun02
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       70.0
$BeamInfo:
      +Type:                        4
      +Life:                        0.30
      +Warmup:                      75
      +Warmdown:                    50
      +Radius:                      12
      +PCount:                      0
      +PRadius:                     0.0
      +PAngle:                      0.0
      +PAni:                        particleexp01
      +Miss Factor:                 0.8 1.0 1.3 1.5 1.8
      +BeamSound:                   144
      +WarmupSound:                 122
      +WarmdownSound:               123
      +Muzzleglow:                  ea_bg3
      +Shots:                       2
      +ShrinkFactor:                0.25
      +ShrinkPct:                   1.05
      $Section:
            +Width:                   12.0
            +Texture:                 dk_b2
            +RGBA Inner:              170 250 0 255
            +RGBA Outer:              20 60 0 255
            +Flicker:                 0.0
            +Zadd:                    2.0
      $Section:
            +Width:                   8.5
            +Texture:                 ea_b1
            +RGBA Inner:              170 250 0 255
            +RGBA Outer:              20 60 0 255
            +Flicker:                 0.0
            +Zadd:                    1.0
      $Section:
            +Width:                   6.0
            +Texture:                 dk_b2
            +RGBA Inner:              250 250 250 255
            +RGBA Outer:              20 20 20 255
            +Flicker:                 0.1
            +Zadd:                    0.0
$shots:       2

Fires both barrels at the same time.
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Offline Wanderer

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Re: Beams out of multiparts (problem)
If you are using 3.6.11 builds (ie. not RC builds)... then you could try salvo mode subsystem flag

http://www.hard-light.net/wiki/index.php/Subsystems#.24Flags:
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Offline Droid803

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Re: Beams out of multiparts (problem)
I just got this working in TBP. 

Subsystem entry from ships.tbl
<snip>

Weapon table entry

<snip>

Fires both barrels at the same time.

Just tested those flags - worked like a charm. Thanks!

Now just to solve the barrel issue! I have a hunch though...
(´・ω・`)
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Offline Trivial Psychic

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Re: Beams out of multiparts (problem)
Which pof viewing program have you used to view the position of the turret normals?  It occurred to me that perhaps one of the programs was miss-aligning the firepoints as compared to what the program was showing you.
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Offline Droid803

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Re: Beams out of multiparts (problem)
I'm using PCS2.
Modelview won't open the TigerClaw model (poly count thing).

Would the barrels not being attached to the base with an offset of 0:0:0 cause the firepoints to rotate differently from the barrels? Because I noticed the cannons weren't coming directly from the center of the turret like on some other models.
(´・ω・`)
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Offline Trivial Psychic

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Re: Beams out of multiparts (problem)
Not sure.  Perhaps a little trial-and-error.  Adjust the firepoints in PCS2 offset in the opposite direction from how they're appearing and test repeatedly until they match up.  Are they aligning up properly for non-beam weapons?
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Offline Droid803

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Re: Beams out of multiparts (problem)
I think that they're aligning properly for non-beam weapons, but that might just be the muzzleflash obscuring the offset.

It's still offset for non-beam weapons. So I guess it IS the alignment...I'll fiddle with it.
« Last Edit: June 20, 2009, 12:39:22 pm by Droid803 »
(´・ω・`)
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Offline Spoon

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Re: Beams out of multiparts (problem)
I usually get this problem when I don't set my turret barrels pointing 90 degree straight up or down in max (or whatever 3d program you use)
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Offline Commander Zane

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Re: Beams out of multiparts (problem)
What mod would this be, looks good.