Author Topic: Here I go again  (Read 2520 times)

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Offline diamondgeezer

Subobjects which rotate when the primary weapon is fired, please. I.e., a minigun. Come on coders, you know you want  to. There's a bannana in it for you if you implement it :nod:

 

Offline Goober5000

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I might be able to try this, but I'll need a model that has a rotating submodel incorporated already.  I.e., make the model so that the gun barrel rotates all the time, and then I'll try coding it so that it only spins when it's fired. :)

 

Offline Solatar

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for a test, maybe you could make the Fenris' radar dish shoot something? Then after it works, I'm sure SOMEBODY will make a model.

 

Offline Goober5000

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But you need the firing points and everything specified in the POF.  And if DG wants this feature, he probably already has a model in mind.

 

Offline phreak

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to "link" the submodel to the firepoint should be something like this

Code: [Select]

$special=firepoint //this is a firepoint
$rotate=0.1          //does a rotation in .1 seconds
$name=gun1_1    //rotate if gun 1 slot 1 is firing
Offically approved by Ebola Virus Man :wtf:
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Offline Goober5000

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More or less, but I'll have to check it to see. :)

 

Offline Hippo

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now, im not up on all the new sexps... but...

Code: [Select]

+when
+and
|>key-pressed
|>>Ctrl
|
|>is-ship-type
|>>Alpha 1
|>>>ship with a submodel on the gunpoints
|
+then
|>rotate-sub-object
|>>object to be rotated
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AHTW

 

Offline Unknown Target

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while you're at it, put in the ability to have some freaking animations :D :p

 

Offline mikhael

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Quote
Originally posted by Unknown Target
while you're at it, put in the ability to have some freaking animations :D :p


Just give me a POF version of the IWar2 avatar setup and I'll be happy.

Objects that rotate on command, glow-points, glow-polys, glow-channels, animation-channels, free animations, real additive transparency, and specular mapping all at once in a fairly easy to handle format. *sigh*
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline karajorma

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Quote
Originally posted by Hippo
now, im not up on all the new sexps... but...

Code: [Select]

+when
+and
|>key-pressed
|>>Ctrl
|
|>is-ship-type
|>>Alpha 1
|>>>ship with a submodel on the gunpoints
|
+then
|>rotate-sub-object
|>>object to be rotated
[/B]


Nice try Hippo but

1) There's no way to stop it rotating easily.

2) It only works for Alpha 1. Do you really want to have to write one of those for every ship with rotating weapons?
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Offline Lightspeed

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3)  not everyone presses ctrl when firing primaries :)

4) doing everything sexp-oriented makes things look crappy on older missions
Modern man is the missing link between ape and human being.

 

Offline karajorma

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Quote
Originally posted by Lightspeed
3)  not everyone presses ctrl when firing primaries :)


That one doesn't matter cause FS2 intelligently remaps any combinations that have the same original key.

It's quite clever that way and means that joystick and mouse buttons will work as will any keyboard key that you replace ctrl with. :)
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Offline Galemp

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Goober, if you want a test model, I do have the Ursa II with exactly the sort of setup you're looking for. I haven't released it yet since nobody wants to do the textures, :hopping:, but it is fully POFed.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

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Offline diamondgeezer

Goober has been equipped with a highly experimental SA-43 variant. But you didn't hear me say that.