Author Topic: Barrel Backlash  (Read 2974 times)

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Offline Krackers87

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Wouldnt it be cool if certain barrels on turrets would sort of move backwards when they fired?

Sort of as if the just fired a massive round.

Also if we could have animations on ship. Like a weapon can unfold from an sexp then be able to fire like a normal turret? Or maybe on a massive beam turrets spinning pylons would aline themselves before the gun fires?
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Taristin

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It'd probably be a waste of resources... Who sits around staring at turrets the way I stare at the Anuket? I doubt anyone...
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Offline Krackers87

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i would realy help for the TA stuff im porting.
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Deepblue

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I think this has already been discussed, and pushed away by SCP people.

 

Offline mikhael

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Quote
Originally posted by Krackers87
Wouldnt it be cool if certain barrels on turrets would sort of move backwards when they fired?

Sort of as if the just fired a massive round.

Also if we could have animations on ship. Like a weapon can unfold from an sexp then be able to fire like a normal turret? Or maybe on a massive beam turrets spinning pylons would aline themselves before the gun fires?


[brokenrecord]
You know, you can do that by tying an animation channel to the FireWeapon event in Iwar2. And you can animate things unfolding too. That, however, takes a lot more work. ;)
[/brokenrecord]
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Nico

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Quote
Originally posted by Raa Tor'h
It'd probably be a waste of resources... Who sits around staring at turrets the way I stare at the Anuket? I doubt anyone...


That's how I kill them :p ( turrets are too strong in FS2, I'm not gonna fly around in circle idioticly a couple dozen times just to destroy one turret, so I go in front of it, and I shoot until it dies :p ) so I have plenty of time looking for that.

but as Deepblue said, this has already been discussed, and the SCP team has ignored it just like they ignore anything that they didn't decide to do by themselves in the first place ( to the exception of Bob who did a few requests ).
Ask for a Fred sexp, then you'll get heard :doubt: .
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Offline TrashMan

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Yeah...this was discussed earlyer and alltough the SCP people rejected it, they did say how to make it, and it was farly easy...

Too bad none of them put a theory to the test. They say it's a waste of resources, but anything that enhances the game atmosphere is no waist, I say.....Especially if you have BIG turrets that can be seen from quite a distance

the thread was Turrer Recoil.....try and find it somewhere:D
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Offline Krackers87

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how about a flag that does it then?
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Krackers87

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Quote
Originally posted by Kazan
you could specify



quote:
--------------------------------------------------------------------------------

{ Scalar} Recoil Magnitude (m)
{ Scalar} Recoil Velocity (Vr)
{ Scalar} Return Velocity (Vc)

--------------------------------------------------------------------------------



in the subojbect properties


code:--------------------------------------------------------------------------------
$recoil_mag=10
$recoil_velocity=200
$recoil_return=50
--------------------------------------------------------------------------------


recoil mag being in game units (meters)
the other two being in game units per second (meters/sec)
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Sesquipedalian

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No no, Krackers.  In order to make it work at all, a bunch of pof code would need to be rewritten, and as I understand it, doing so without breaking compatibility with all the currently existing pofs would not be easy.  It is the creation of the feature at all that is the issue, not how to implement it if it existed.
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Offline Woolie Wool

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Yeah, but it would be cool to see the turbolasers in the SW Mod recoil.
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16:47   Quanto   D:

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Offline Flaser

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IIRC FS engine uses a static mesh object format - namly pof - with the exception of rotating parts (so you could create hangar doors), so it can use static data for collision detection.
A complicated code be created to handle axially moving parts, however your hands would still be tied as long as the current format is used. Moving on to a more dynamic format with numeral moving subobjects and a dynamic collision detection to go witht it would open up a huge range of possibilities.

The hard part would be converting all the old crafts, but even if I'm optimist enough to think that a simple converter could be devised, the huge work is still present that most of the base of rendering would have to be reworked, along with the already complicated collision code.

So you can ask for axially moving parts, but even coding those could lead to a range of problems, and doing the major new format would be a project as big as the DX8 branch or the HT&L, while such important things like AI upgrade or the new interface are still wainting to be created - without speaking of simulated speech or Bob's current projects.
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Offline Flipside

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I think the main problem is that to the FS2 engine, there is no such thing as a 'Barrel'. There are rotating shapes(sometimes), based on a Normal, and there are firing points. You would have to create something in the Geometry of the ship to tell the Engine that 'this' group of polygons should be used for barrel recoil. This could be done, I think, like subsystems, so you would create a subobject called 'Barrel', and if the ship had this, it could 'recoil' when it shot? You would have to assign the barrel to a particular firing point though?

Flipside :D

 

Offline LAW ENFORCER

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its was originaly my thread (turret recoil) and I still want it bad :(
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Offline Deepblue

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Speaking of hangar bay doors would it be possible to have a roundish door as a rotating subobject but be able to tie in how long or far it rotates before stopping?

 

Offline Nico

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Quote
Originally posted by Flipside
I think the main problem is that to the FS2 engine, there is no such thing as a 'Barrel'. There are rotating shapes(sometimes), based on a Normal, and there are firing points. You would have to create something in the Geometry of the ship to tell the Engine that 'this' group of polygons should be used for barrel recoil. This could be done, I think, like subsystems, so you would create a subobject called 'Barrel', and if the ship had this, it could 'recoil' when it shot? You would have to assign the barrel to a particular firing point though?

Flipside :D


if I'm not mistaken, all the "barrels" are objects named turretXXa.
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Offline StratComm

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Barrels are named whatever the shipbuilder wants to name them.  I use turretarmxx, some people use turretxx-barrel, whatever.  You just have to set it up to use that model as the rotational subobject on a turret that already rotates.  TurretXXa though will give you a LOD'd turret.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Nico

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ah well, so I was mistaken :p
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