Author Topic: Rotating subobjects  (Read 2094 times)

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Offline StratComm

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  • Cameron Crazy
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Quote
Originally posted by darkchrono4


I checked out the Orion on a completely clean install of FS2 (no FS2_Open or anything else) and all three radar dishes turned 360 degrees.  I'm not sure what it would be doing with $fov, the only place in the code that ever reads a variable for that is if its a turret.


No, no, you're missing my point.  The Orion model (and probably all the others with rotating bits) actually have $fov=360 in the subobject properties.  I know the game doesn't use it, but it is there nonetheless.  It's probably got more to do with how :v: coded their converter than it being useful, but if you impose a check that looks for the fov tag to determine new rotational behavior, you may end up affecting old things that should be left alone.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
I understand you know.  Could always add another entry to the properties part.

 

Offline WMCoolmon

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Just add a new TBL field, $RotationLimit or something.
-C

 

Offline StratComm

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I'd agree, do it in tables.  That's where the rest of the animation code is handled.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 
I'll have to look into it.

  

Offline WMCoolmon

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Code: [Select]
void parse_ship(bool is_chunk)
{
...
     if(optional_string("$RotationLimit"))
     {
          stuff_float(&submodelp->rotation_limit);
     }
...
}


something like that, the submodel stuff is at the bottom of parse_ship
-C