Author Topic: Fire zone cut outs....  (Read 1256 times)

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Fire zone cut outs....
OK... This may be way way in the future... However, could it be possible to create fire zone cut outs for any and all turrets... In other words set the FOV for the turret to the desired number, but set physical limits for the turrets not to fire through or too close to the parent structure? I ask this after many models that I personally have created, and even the original FS2 models had fire zone problems.... Just a curious thought!

 

Offline Trivial Psychic

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There was a bit added into the code to prevent turrets from firing through their own ship's hull, but it broke certain retail missions.  For example, the Colossus refused to fire on the Repulse during "Feint! Parry! Riposte!".  This fix had to be recalled to restore these issues.  We're now limited to using turret field of fire for this.  As for giving specific vector limits for your turret's field of fire rather than a simple degree figure, I believe this would require a dramatic reworking of the model format, and the tools we use to edit it.  So the general answer is "sorry man, you're outta luck".  Maybe in Ferrium.

Later!
The Trivial Psychic Strikes Again!

 
Well... They are working on the PCS2, and this would be something worth mentioning in both areas.... Besides everyone like myself are constantly redoing models to keep up with the SCP progress!

 

Offline pyro-manic

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Could it not just be a more detailed FOV value? Eg:

Code: [Select]

FOV:                                    180 (base value)
FOV-cutout-bearing:           180 (bearing of cutout - where the turret isn't allowed to fire)
FOV-cutout:                         30 (field of fire the turret cannot fire through)


The above code would mean that the turret would have a full field of fire on it's side of the ship, apart from the 30* arc  directly behind it (180* from the front of the turret, hence the value).

I know absolutely nothing about coding, so I have no idea whether this is workable, but it seems like it would be an alteration to the FOV code, so it wouldn't need to go anywhere near the model format. :) Unless I'm completely wrong of course ;)
« Last Edit: December 30, 2004, 11:22:02 am by 853 »
Any fool can pull a trigger...

 
I dont know... But it is an aspect that should be considered a bit further.... However, from what I understand this was attempted before in an older FS2_open, but I guess this is a bit more complex.... However if we can only get the turret to identify the objects that may be in its line of fire!

 

Offline JC Denton

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I rather like the way Homeworld2 does this.  The Field of View for the turrets have a minimum and maximum rotational limit (in degrees) from the vector pointing straight forward (i.e. the Z-axis, iirc).  The turret is free to track and fire on any targets within this cone that are also within the weapon's maximum firing range.  The same applies to the turret barrels, as well, however instead of a 'yaw' type rotation, theirs is a 'pitch' type rotation (or, in axial terms, the base rotates on the y-axis, the barrels on the x-axis).  All of the axes are relative to the turret model itself, though, not the parent ship.

And yes, that would most likely require a biggish overhaul in the pof code and/or AI.  Possible for the SCP, but probably too much trouble to refit the engine to accomodate it.  Definitely would be plausible in Ferrium, though.
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Guess we will have to wait and see.... The question has been brought up.... However, right now they are trying to patch up the buggy areas of the new 3.6.5, and get PCS2 out to the public soon.... Patience will pay in this respect....