Author Topic: Advanced Sentryguns (Image heavy)  (Read 11610 times)

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Offline StratComm

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Advanced Sentryguns (Image heavy)
Oh I'm not saying it won't work; the turrets will still track and fire well enough.  But from building a similar turret to your missile launcher in a model of mine some time ago, the barrels do a small bobble when they are trying to track, and don't actually point at their target when they lock on.  Your missile launcher (very cool launcher, by the way) may have its tubes too close together to notice the bobble, and it may not even happen all of the time.  They still look and fire in the right general direction, it's just another odd behavior that comes out when you break the very specific rules of turret behavior.

That said, I actually think WC had similar turret restrictions, (except that they didn't have to be placed with normals strictly up or down), because every turret I can remember seeing on a ship in that series comformed to the horizontal row rule.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Lynx

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Advanced Sentryguns (Image heavy)
Actually WC3 whic came out in '94 supports multipart turrets on any angle, the barrels look in the direction while firing, bolts come from both barrels. Cheers up for the mighty Freespace turret code!:sigh:
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Offline StratComm

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Advanced Sentryguns (Image heavy)
Exactly what I said Lynx, but as I also said I can't think of a single instance where the turrets in any WC game have their barrels configured like this:

_X_
_X_

as opposed to this

_XX_

That is what I'm cautioning Starman about the Vasudan and Shivan turrets.  While the vertical alignment is a cool idea in theory, in general it makes a different set of assumptions than the turret movement code allows.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Martinus

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Advanced Sentryguns (Image heavy)
Quote
Originally posted by Getter Robo G
How about Gunslinger (Meg has a point!)

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Offline Lynx

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Advanced Sentryguns (Image heavy)
It matters jack**** if the barrels are vertical.

The two barrels are still one entitiy and still revolve around the same axis.  Youe could try it yourself. Load some ship into modelview and manipulate a turret's firing points that way. There's  no difference. It wouldn't even be noticeable since due to the turret code it fires from only one barrel all the time anyways.
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Offline Taristin

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Advanced Sentryguns (Image heavy)
Lynx is correct, it is one object, and it will rotate normally.  There should be no problems at all.
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Offline Starman01

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Advanced Sentryguns (Image heavy)
That's exactly my thinking what Lynx said.. I have to try them however, to be completly sure. But there is another thing. When these are more or less rapid-fire-turrets, and since freespace can fire only single bolts, so I would have no problem at all in creating only one single firing-point in the pof-data. It will be not really noticable to a player (and isn't now too) which barrel is actually firing.

Stratcomm has a point though, but I think there will be no problem (and as I said, our missile-launcher which looks a little different (bad) is build the same way, and works perfectly).
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Advanced Sentryguns (Image heavy)
has'nt the scp sorted that single shot code thing yet?

 

Offline Taristin

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Advanced Sentryguns (Image heavy)
No. The turret code is an utter nightmare.
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Offline Bobboau

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Advanced Sentryguns (Image heavy)
turrets will fire from multable points if they have the same weapon
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Offline Taristin

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Advanced Sentryguns (Image heavy)
Since when? :wtf: They don't for me.
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u should prolly make shinemaps/glowmaps for terran/shivan respectively.
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Offline Trivial Psychic

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Here's an idea for the rapid pulse effect.  Use 2 fire-points and create a specific turret weapon with a swarm factor of 6 or 8.  Depending on what the fire rate of the main weapon is, it should send out a near continuous stream of fire, alternating between the 2 points.
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Offline Setekh

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Advanced Sentryguns (Image heavy)
Dude, those freaking own. Move over, Belial. :yes:
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Advanced Sentryguns (Image heavy)
I would sugest placing the quad flak in the terran sentry, and the missile pods in the vasudan, since quad flaks are a terran thing more than a vasudan thing.
No Freespace 3 ?!? Oh, bugger...

 
Advanced Sentryguns (Image heavy)
Quote
Originally posted by Bobboau
turrets will fire from multable points if they have the same weapon


Can we get confirmation on this? I have some turrets in dire need of such code changes.
No Freespace 3 ?!? Oh, bugger...

 

Offline Starman01

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Advanced Sentryguns (Image heavy)
I think this is maybe a little bad visible, depends on the quality
of the effect-file.

For example, our Laserturret-effect is always a little deeper than
the view-point of the turret-barrels, but I think the effect-file is not
very high quality, so it is subject to change though

Could be really good visible, if you use a high swarm-faktor, it is
worth a try, but I'm also pretty sure that bobboau is right on this.
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Offline pyro-manic

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Advanced Sentryguns (Image heavy)
Very cool stuff, Starman! Hope you get these working properly! :yes:
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Offline Lynx

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Advanced Sentryguns (Image heavy)
Quote
Originally posted by Bobboau
turrets will fire from multable points if they have the same weapon


Just tried it out. It works. Now our capships are twice as deadly.:cool:
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Offline boewolf

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Advanced Sentryguns (Image heavy)
Quote
Here's an idea for the rapid pulse effect. Use 2 fire-points and create a specific turret weapon with a swarm factor of 6 or 8. Depending on what the fire rate of the main weapon is, it should send out a near continuous stream of fire, alternating between the 2 points.


How do you propose to do a swarm factor?  If you do it with the missile swarm flag it will be very inaccurate.  But i think the Babalon project is making code to allow this type of weapon.