Author Topic: I need some help  (Read 2412 times)

0 Members and 1 Guest are viewing this topic.

Why are paths used on turrets?  Yes I've read Bobboau's entire page, but it says nothing as to the relationship between turrets and paths.  Anyone out there know what they're used for?

 

Offline Joey_21

  • 28
    • http://denebsystem.cjb.net/
Paths are like "waypoints" built into the model. Lets pretend like you wanted an Argo to dock with a Deimos. The Argo would be confused on how to get to it's docking destination unless it had paths to follow. The same goes for turrets. A fighter/bomber can't disable/disarm a big ship if they don't know where it's even at...

------------------
Creator of the Table Edit project.
Amateur ANI creator.
IRC: /server twisted.ma.us.DAL.net /join #Deneb
Visit The Deneb System.

 

Offline aldo_14

  • Gunnery Control
  • 213
 
Quote
Originally posted by Joey_21:
Paths are like "waypoints" built into the model. Lets pretend like you wanted an Argo to dock with a Deimos. The Argo would be confused on how to get to it's docking destination unless it had paths to follow. The same goes for turrets. A fighter/bomber can't disable/disarm a big ship if they don't know where it's even at...


Can't they just hit the thing?  Damn... that means i have about 60 turrets to muck about with  

 
I heard Kazan's kit does all this kinda stuff automatically, no?

 http://alliance.sourceforge.net/files/Software/AllProFS2Kit.exe



------------------
The Babylon Project 2D Art / Texturing / Model Setup / Experimentation and Implementation

NEWBIE'S GUIDE TO THE VBB:

Enable Beam-free-all.

 

Offline Joey_21

  • 28
    • http://denebsystem.cjb.net/
 
Quote
Originally posted by aldo_14:
Can't they just hit the thing?  Damn... that means i have about 60 turrets to muck about with  

You see, fighters don't need paths for their subsystems, etc. because they are all basically on one little point that moves around fast. For bigger ships, the wingmen would want to attack it the same way, only the turrets are scattered out instead near the center point. The AI need waypoints so that they can get to those turrets.

 

Offline aldo_14

  • Gunnery Control
  • 213
So how the hell do I find the vertex co-ords for the turrets?

 

Offline Snipes

  • 29
    • http://freespace.volitionwatch.com/us
I usually go into FS2MM and find the location of the subobject, and use that as the info.
     
------------------
United Space
Newsie, Modder, Slave to Asta
------------------
"Snipes... Is The Dark Continent."

 

Offline aldo_14

  • Gunnery Control
  • 213
 
Quote
Originally posted by Snipes:
I usually go into FS2MM and find the location of the subobject, and use that as the info.


I'll have to try that, then  

now i just need to make 50+ paths for the Diablo, 16 for the Gryphon and 30 for the Wyvern  

 

Offline Raven2001

  • Machina Terra Reborn
  • 211
  • Im not the droid your looking for, move along
 
Quote
Originally posted by aldo_14:

I'll have to try that, then  

now i just need to make 50+ paths for the Diablo, 16 for the Gryphon and 30 for the Wyvern  

No big deal...   HEHE!!!

Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 
So does all of this just mean that I need 1 point on the turret paths?  (ie. the wingmen get to this point and then turn to attack the turret).  It seems like putting in 3-4 vertices for a turret path is like overkill.  The same with docking points. no need to make like 4 points, 2 should suffice.  So why do most people throw so many point onto their paths?  Seems like they're overcomplicating the thing.  Any thoughts?

  

Offline Snipes

  • 29
    • http://freespace.volitionwatch.com/us
... I....


...agree...

I only put one, and it works fine
     
------------------
United Space
Newsie, Modder, Slave to Asta
------------------
"Snipes... Is The Dark Continent."