Author Topic: /*has been playing around*/  (Read 8265 times)

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Offline Bobboau

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/*has been playing around*/
the hanger doors could be done now, if you just place the center of rotation sufficently far away.

SWC could get what they want by haveing the foil movement atached to selecting a primary weapon bank
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Offline Goober5000

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/*has been playing around*/
Not really... the foils have to move independent of firing.  And they affect the ship... when the foils are closed, you can't fire.  When they're open, you can't hyperspace.

 
/*has been playing around*/
Quote
Originally posted by Goober5000
--The SWC guys want movable X-foils.  The key to move them in XWing was AFAIK either 'X' or 'F', both of which are taken (but could be remapped).  That might deserve another key in the interface code.

--Moveable hangar doors, for capships.  For when someone implements linear subsystem movement. :)


Like the second one. Could you also put in some code to perhaps play a start sound, looping sound while the thing's acellerating and an end sound when it decellerates?

 

Offline Bobboau

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/*has been playing around*/
well the idea was one bank would be lasers the other would be a dummy bank the animation would be triggered by selecting that bank not fireing it (you can't fire from a bank that you don't have selected) some additional changes could be made to allow the dummy bank to have the other effects that haveing closed foils would have (and to dis-alow linking primaries via a flag).

though if everything else they need is in place adding the animation call in that code would be easy, I could do it in four minutes if I knew were exactly I needed to put them.

to add a new animation type you just add a define in model.h, for example TRIGGER_TYPE_DOCKED, then in ship.cpp there is a function called match_type, it takes the string you put in the table and returns the define you have assosiated with it (this should be prety self explanitory). now finaly were ever you want the animation to start you use ship_start_animation_type first paramiter is a pointer to the ship on wich you want to triger an animation of a type,second paramiter it the type define, third is wich 'direction' (1 or -1) the animation should be procesed in, you need two calls per trigger, one to perform the animation one to undo it (in the opposite direction). though I'm thinking it might be better to have a seperate 'do' and 'undo' animation as when you have complex animations I'm not sure there would be a way to reverse the order and timeing of the assosiated animations.

and it's commited.
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Offline Bobboau

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/*has been playing around*/
Quote
Originally posted by SadisticSid


Like the second one. Could you also put in some code to perhaps play a start sound, looping sound while the thing's acellerating and an end sound when it decellerates?


I intend to.
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline aldo_14

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/*has been playing around*/
Pivot based animations - i.e so you could have a Saths' prongs move invards by rotating from the base. (not kinematics, natch, but we can't have everything...)

 

Offline Bobboau

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/*has been playing around*/
if you made them seperate submodels and someone can find the point in the code were it should start, yes you could do that
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DEUTERONOMY 22:11
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Offline Grimloq

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/*has been playing around*/
what was that mission supposed to do? it didnt od anything for me, even after i fixed the background pof...
A alphabetically be in organised sentences should words.

 

Offline Bobboau

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/*has been playing around*/
did you look at the transport and hit 1 like I told you to?
it was suposed to demonstrate my new submodel animation system.

if I can find a function the does the "all ships' first frame of normal in game existance" initalisatoin I'll have animation trigered by weapon bank selection ready to go.
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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/*has been playing around*/
Code: [Select]
$Name:                          GTF Hercules
$Short name: TFight6
$Species:                       Terran
+Type:                          XSTR("Heavy Assault", 2945)
+Maneuverability: XSTR("Poor", 2946)
+Armor:                         XSTR("Heavy", 2947)
+Manufacturer: XSTR("Han-Ronald Corp", 2948)
+Description: XSTR( " ", 2949)
$end_multi_text
+Tech Description:
XSTR("The old workhorse of the Terran fleet, the Hercules is a beloved but aging design. It was the mainstay of the Terran forces during the Great War, but it is slowly being phased out of the modern fleet. As they are replaced by Herc IIs, Myrmidons, and other recent designs, Hercules fighters are increasingly relegated to training and guard duties far from the front lines. Pilots who've flown Hercs for years love the ship's heavy armor and firepower and have learned to compensate for its low speed and poor maneuverability. The old Hercs are still widely used by NTF forces.", 2950)
$end_multi_text
+Length: 20 m
+Gun Mounts: 6
+Missile Banks: 2

$POF file:                      fighter06.pof
$Detail distance: (0, 80, 300, 900, 1500)
$Show damage: YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.35
$Max Velocity: 0.0, 0.0, 50.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement
$Rotation time: 4.0, 4.5, 4.0
$Rear Velocity: 0.0
$Forward accel: 3.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim")
;;$Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Lamprey" "Circe" )
$Default PBanks: ( "Subach HL-7" "Prometheus R" )
$Allowed SBanks: ( "Rockeye"  "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Infyrno" )
;;$Allowed Dogfight SBanks: ( "Rockeye D"  "Tornado D" "Infyrno D" "Piranha" )
$Default SBanks: ( "Harpoon" "Hornet" )
$SBank Capacity: ( 60, 60 )
$Shields:                       600
$Shield Color: 100 100 255
$Power Output: 3.0
$Max Oclk Speed: 64.0
$Max Weapon Eng: 150.0
$Hitpoints:                     250
$Flags:                         ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class:                      Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 120.0
+Aburn For accel:       0.7
+Aburn Fuel:            300.0
+Aburn Burn Rate:       60.0
+Aburn Rec Rate:        25.0
$Trails:
+Bitmap: ABtrail
+Width: 1.0
+Alpha: 0.5
+Life: 5
$Countermeasures: 25
$Scan time:                     2000
$EngineSnd: 126                   ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: shield-f06
$Ship_icon:                     iconfighter06
$Ship_anim:                     ssfighter06
$Ship_overhead: loadfighter06
$Score: 10
$Trail:
+Offset: 6.59 -4.8 -3.33
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: -6.59 -4.8 -3.33
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: 0 -7.2 -3.2
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Subsystem: sensors,                                10,0.0
$Subsystem: communications, 10,0.0
$Subsystem: weapons,                                10,0.0
$Subsystem: navigation,                     10,0.0
$Subsystem: engine,                         35,0.0

$Subsystem: primary1a,                         1,0.0
+non-targetable
$animation=triggered
$type="primary_bank_1"
+delay:0
+relitive_angle:0,-180,0
+velocity:0,90,0
+acceleration:0,60,0
+time:4000
$Subsystem: primary1b,                       1,0.0
+non-targetable
$animation=triggered
$type="primary_bank_1"
+delay:0
+relitive_angle:0,180,0
+velocity:0,90,0
+acceleration:0,60,0
+time:4000
$Subsystem: primary2,                         1,0.0
+non-targetable
$animation=triggered
$type="primary_bank_2"
+delay:0
+relitive_angle:-7,0,0
+velocity:5,0,0
+acceleration:60,0,0
+time:1500
$Subsystem: secondary1,                         1,0.0
+non-targetable
$animation=triggered
$type="secondary_bank_1"
+delay:0
+relitive_angle:-180,0,0
+velocity:90,0,0
+acceleration:60,0,0
+time:3000
$Subsystem: secondary2,                         1,0.0
+non-targetable
$animation=triggered
$type="secondary_bank_2"
+delay:0
+relitive_angle:-180,0,0
+velocity:90,0,0
+acceleration:60,0,0
+time:3000


http://freespace.volitionwatch.com/blackwater/animationtest01.zip

it isn't perfict (like I said, I need a first instent in game function, to get them in the right position) but it's prety cool.
this is just intended as a test.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Goober5000

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/*has been playing around*/
Quote
Originally posted by Bobboau
if I can find a function the does the "all ships' first frame of normal in game existance" initalisatoin I'll have animation trigered by weapon bank selection ready to go.
That's not the proper way to implement S-foils.

Don't worry about it.  I'll add it soon as I get done with exams.

  

Offline Bobboau

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/*has been playing around*/
well regardless, many people have wanted it, I remember a realy nice bomber nico made that was suposed to take advantage of this once we implemented it. I actualy was doing this for it's own sake anyway.


...you know, we could hook it into the afterburner, it's suposed to make the thing go faster right? just start up the animation and wait untill the animation is done before engageing the afterburner.
and you can atach multable animations to a single subobject.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Trivial Psychic

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/*has been playing around*/
Quote
Originally posted by Bobboau

$Subsystem:               primary1a,  1,0.0
   +non-targetable
   $animation=triggered
   $type="primary_bank_1"
   +delay:0
   +relitive_angle:0,-180,0
   +velocity:0,90,0
   +acceleration:0,60,0
   +time:4000

OMFG!! Does this mean we can impliment destroyable, non-targettable subsystems?
The Trivial Psychic Strikes Again!

 

Offline Bobboau

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/*has been playing around*/
oh, yeah
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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/*has been playing around*/
and if you look in the wcs forum you will see some other cool features.
Bobboau, bringing you products that work... in theory
learn to use PCS
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DEUTERONOMY 22:11
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Offline Nuke

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/*has been playing around*/
hey could we have recoiling guns now? if ya can only make subobject rotate (not translate) thats no problem. just change the subobject origin to be really far from the gun and then trigger a fast rotate back and a slower rotate forward. i hope this doesnt screw with gatling guns.
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Offline aldo_14

  • Gunnery Control
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/*has been playing around*/
Bob, why the hell do you always implement these things after I've modelled my last ever GTVA models...... gah.

 

Offline Bobboau

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/*has been playing around*/
I can probly adapt the exsisting code to manage translation too, later.
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!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nuke

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/*has been playing around*/
cool. is the current system one way only, or will it return the ojects to their original position? or does it toggle? it would be a better canidate for gatling guns than the current setup cause it allows for acceleration/deceleration. just wish there was a weapon flag to accelerate/dcelerate the rate of fire to match. real gatling guns take a bit of time to spin up.

as for trigger events:
any motion you can do with your ship, should be proportional to the amount (sorta like control surfaces and rcs trusters)
weapon events
stealth mode
burners
sexp trigger of course, would be good if you could just give it the ship and the subobject and it just runs the ani in the table
dock/undock, should toggle when docking and reverse when undocking, for doking clamps.
subspace jump
not sure if you could do it with this but id like to see gatling turrets :D
oh, and can you make the glowpoints move with them (could use this as a force field effect on the launch tupes of the ssj dante)
performing scan (be cool if you could have a dummy subobject with a glowpoint and thin have the glow come on, scan across and go off)

also with that last one would it be possible to make a dummy object to attach a glowpoint to, without haveing to recompile the whole model?
« Last Edit: December 06, 2004, 10:31:33 am by 766 »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline redmenace

  • 211
/*has been playing around*/
Gun Ports!!!;)
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