Author Topic: Rotating weapons  (Read 4948 times)

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Offline diamondgeezer

Might have been discussed before, and no doubt the SCP crew will ignore it in favour of some fancy graphic thing, but **** it - I'm posting it anyway.

How's about trying to make a sub-object rotate, but only when a weapon trigger is held down. Thus, we could have a working minigun which spins as the weapon fires.

Yes/no/maybe?

 

Offline Petrarch of the VBB

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Oi loik de sound o' dat!

It'd be like the Grendel in Starlancer, then.

 

Offline Bobboau

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I have tryed something similar to this, but I never got it to work quite right.. er, um, at all
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Offline KARMA

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a very funny thing would be a fighter with a big rotating ring and primary banks on this ring, in order to create a "vortex" effect ;7

 

Offline Raptor

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YES! This is an excellent idea!

Please consider this at some point, or at least put on the list of things to work on...
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Offline Nico

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Quote
Originally posted by KARMA
a very funny thing would be a fighter with a big rotating ring and primary banks on this ring, in order to create a "vortex" effect ;7


there was a custom ship like that for starlancer.
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Offline TrashMan

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Offline Galemp

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Quote
Originally posted by KARMA
a very funny thing would be a fighter with a big rotating ring and primary banks on this ring, in order to create a "vortex" effect ;7


Yes, very neat. But I don't think it will work, as the firepoints are definite coordinates and don't more with the submodel.

Oh, wait, yes they do... for turrets... hm.
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Offline TrashMan

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So...It wouls still look good.

You have a rotating gatling submodel, a primary point set at it's top barrel and a hi-vel weapon in the bank.

When a gatling fires it allways look as tough the bullets come out hust out of the top barrel (they do not, but it does look that way)
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Offline Nuke

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my varient of the ulyses already has rotating barel (that dont rotate) subobjects, looking forward to the day of weapon triggered subobject rotation.

id like to see spinup/spindown physics though, where the fire rate accelerates when you pull the triger and decelerates when you let it go. combine that with the spinnie barel thingie and it would be cool.
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Offline TrashMan

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I'd be nice if someone would fix the muzzleflash first.

 

Offline mikhael

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Quote
Originally posted by Nuke
my varient of the ulyses already has rotating barel (that dont rotate) subobjects, looking forward to the day of weapon triggered subobject rotation.


Need Iwar2 style animation channels. ;)
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Offline Goober5000

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Quote
Originally posted by Vilkacis
I'd be nice if someone would fix the muzzleflash first.


What's wrong with it?

 
It doesn't work properly on weapons other than flak. The flash does not show up every time a shot is fired. Furthermore muzzleflashes should be available on fighters as well.

 
Quote
Originally posted by Vilkacis
It doesn't work properly on weapons other than flak. The flash does not show up every time a shot is fired. Furthermore muzzleflashes should be available on fighters as well.


yeah like in the FS2 Intro when that Shivan Manticore shoots it has a muzzleflash and stuff these are things I like to see people ask for not crazy things like 45 SEXPYS THAT ALMOST 100% OF THEM WOULD NEVER BE USED!
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Offline Goober5000

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StarGunner, the TVWP is using almost every new sexp in Chapter 1 of our campaign.  Don't get so excited - ask politely and maybe someone will make a sexp for you. :)

 

Offline Deepblue

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Actually custom muzzleflashes show up fine... the problem is that they do not move with the ship.

 

Offline redmenace

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maybe we can use the glow point code?
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Offline Nico

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Quote
Originally posted by TrashMan

When a gatling fires it allways look as tough the bullets come out hust out of the top barrel (they do not, but it does look that way )


yes, they do :p
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