Author Topic: AAA Beams on multipart turrets don't respect "check hull"  (Read 1402 times)

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Offline Shivan Hunter

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AAA Beams on multipart turrets don't respect "check hull"
Yes, yes, I know AAA beams don't work well with multiparts anyway. Deal with it.

Anyway, I'll probably just edit the firing arcs of the turrets for my campaign, but is there a way to get "check hull" working with beams on multiparts?

[EDIT] I've just asked this on IRC but everyone's AFK or idling... how do I set the amount a turret can rotate around the z axis?

You [might] know on the Karuna, it has some turrets on those little platforms on the sides. They should be able to fire to the right fine, but the main hull is on the left and they end up firing through it. So it needs to be able to rotate to the left 0 degrees, and to the right 180 degrees. Opposite for the ones on the other side, of course. I think I remember a setting in PCS2 for that, but the wiki has almost no information and I can't sift through 17 pages in the PCS2 help thread atm.
« Last Edit: April 02, 2010, 02:46:55 am by Shivan Hunter »

  

Offline Wanderer

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Re: AAA Beams on multipart turrets don't respect "check hull"
You need to setup the turrets rotation matrix using submodel properties (fvec and uvec).

For beam issue... You could try testing http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24force_beam_turrets_to_use_normal_fov:
Do not meddle in the affairs of coders for they are soggy and hard to light