Author Topic: Adding extra turrets on existing ships  (Read 4218 times)

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Offline TrashMan

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Re: Adding extra turrets on existing ships
What? You mean so the blobs don't come out unless the barrels are allgined with the target, or do you mean rotating the turret itself so it's facing the other way?

If it's the first,  that's solved by using "fire down normals" weapons flag, if it's the second than can be also fixed by using starting position (animation code)
 IIRC, when converting the turrets HAVE to be oriented a certain way for PCS to export them - all the turrets on top must be facing forward, all on bottom must be facing towards the rear.
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Re: Adding extra turrets on existing ships
No I mean I change the direction turrets face. Like say this. I want to move a side flak turret to the rear of the ship, so how would I change the angle and direction to fit?

 

Offline SF-Junky

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Re: Adding extra turrets on existing ships
N00b question here: Why isn't it possible just to copy existing turrets on a ship in PCS2? I tried this, but then it said "Array out of bounds!". Why do I first have to convert this back to .cob to add new turrets? :confused:

 

Offline Droid803

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Re: Adding extra turrets on existing ships
N00b question here: Why isn't it possible just to copy existing turrets on a ship in PCS2? I tried this, but then it said "Array out of bounds!". Why do I first have to convert this back to .cob to add new turrets? :confused:

:necro:

It has always worked for me... That's what I did to add guns to the Kismat and it works fine.
In fact, I have just added some flak cannons to the Leviathan as well. Works fine...completely fine, even with intersecting polys, etc. PCS2 is great. (just remember to Purge BSP cache)
« Last Edit: April 21, 2008, 05:43:12 pm by Droid803 »
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Offline blowfish

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Re: Adding extra turrets on existing ships
And make sure that the turret is named correctly.  I really want scale and rotate in PCS 2 though...

 

Offline SF-Junky

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Re: Adding extra turrets on existing ships
It has always worked for me... That's what I did to add guns to the Kismat and it works fine.
In fact, I have just added some flak cannons to the Leviathan as well. Works fine...completely fine, even with intersecting polys, etc. PCS2 is great. (just remember to Purge BSP cache)
Huh? What exactly did you do? When I make a copy of a Subobject, then the programm says "The subject you have copied seems like it might be a turret, would you like to copy the pertenent turret data if it exists?". I say "yes", rename the subobject and try to save. But then the error msg comes...

 

Offline blowfish

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Re: Adding extra turrets on existing ships
Make sure you actually move the turret (change its position).  PCS2 doesn't like lots of objects in the same location.

 

Offline SF-Junky

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Re: Adding extra turrets on existing ships
I did so.

 

Offline blowfish

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Re: Adding extra turrets on existing ships
Also go under "turrets" and make sure everything is set up correctly there.

 

Offline SF-Junky

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Re: Adding extra turrets on existing ships
Okaaay, now it's gettin' weird again. I just made another try, did nothing different from the other times, but now it worked.

You may know laugh at me...
« Last Edit: April 22, 2008, 12:33:28 pm by SF-Junky »

 

Offline SF-Junky

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Re: Adding extra turrets on existing ships
...

This is really starting to piss me off. I was now able to add exactly one turret on the ship (Orion) which worked. Now it does not work again. But I did nothing differently.  :mad:

On the Bastet, it also worked just fine. :confused: :confused:

 

Offline blowfish

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Re: Adding extra turrets on existing ships
Can't really say what's wrong, but if you want an Orion with more turrets, I uploaded one to FSMods.

  

Offline SF-Junky

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Re: Adding extra turrets on existing ships
YES! Wow. Yeah, that's exactly what I was looking for. Thanks, dude. :) Remind me to have a look to FSMods more often in future.