Author Topic: Stymied by turrets  (Read 1959 times)

0 Members and 1 Guest are viewing this topic.

Hi! So I'm in the process of making a small cruiser with side mounted multi-part turrets. I've made a test cube with the turret on it, and have run into problems. When I run the turret in the game, the centre for the turret changes. The computer picks some point in the middle of the box as it's rotation point. I've tried unglueing everything and remaking the heirarchy, but to no avail.

So does anyone have an idea as to why this thing doesn't work? I've attached a truespace screenshot, a side view, to show what I've got set up.


[attachment deleted by Tolwyn]

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
Multipart turrets can be only on top and bottom of the ship. on any other location they do not work properly.


Also, from experience the firepoint light needs to be under the turret base, not the turret arm.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
The any-angle multipart turrets still haven't made it into the main release?
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 
Multipart (base/barrel) should now be supported in the latest releases. The firepoint is where the bolt originates from.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
i know that it has been discussed a lot, but i dont think they actually were. there's a way around tho which involves using the animation code in the pof itself, but i'll leave the explaining for that one to someone more experienced.

[edit]@scoob, side multiparts have been implemented?  :wtf:
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 
i know that it has been discussed a lot, but i dont think they actually were. there's a way around tho which involves using the animation code in the pof itself, but i'll leave the explaining for that one to someone more experienced.

[edit]@scoob, side multiparts have been implemented?  :wtf:

Well the ones I use for saga internals (which should be the same) support it.

Sorry only pic i have of it in action
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
Ah, the famous GTVCube. ;)
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 
Pretty much, actually the greebled GTV Cube LOL (actually just a bunch of boxes to show forward).  The two turrets are at 45 degrees.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
So when I specify 72 degrees in the shp.tbm for both axis, and stick my normal out the side of the ship, it's not going to work? Does the normal have anything to do with the rotation of the base and the arm?
« Last Edit: October 19, 2008, 10:03:36 pm by bobbtmann »

 
You have to get the up and forward vector, those in the subobjects (turret) properties.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline boewolf

  • 28
i know that it has been discussed a lot, but i dont think they actually were. there's a way around tho which involves using the animation code in the pof itself, but i'll leave the explaining for that one to someone more experienced.

[edit]@scoob, side multiparts have been implemented?  :wtf:

So we can mount multi part turrets on the side of a cap ship.  Do we set them up the same as a top mounted MP turet?

 
Basically yes, however you do need to add the  $uvec and $fvec entries to the subobject properties.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

  

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
in other words, you need to tell the subobject which direction is up and which direction is forward for it's local frame of reference.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together