Author Topic: My model problem  (Read 1162 times)

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Offline modis

  • 24
Then I aproach my model in mission it crashes to desktop. Debuger gives such error message:

Assert: *num_rotating_submodels < MAX_ROTATING_SUBMODELS-1
File: E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 3633

Call stack:
------------------------------------------------------------------
    ship_ship_check_collision()    collide_ship_ship()    obj_check_all_collisions()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e814c7()
------------------------------------------------------------------

What does this mean??

 

Offline phreak

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you can have only 10 rotating submodels (turrets/radar dishes/etc) at a time.  i could've sworn it was bumped to 25 for FSO
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Offline StratComm

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Since when does this crash?  I've put ships with 12 multiparts into Retail before, with the only consequence being that the last 2 in the POF just didn't work.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline modis

  • 24
Yes it must be it because it has lots of rotating submodels. I think 15 :D. So need to correct. Thanx
« Last Edit: February 22, 2005, 12:03:10 am by 2190 »

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Quote
Originally posted by PhReAk
you can have only 10 rotating submodels (turrets/radar dishes/etc) at a time.  i could've sworn it was bumped to 25 for FSO


Nope

Code: [Select]
#define MAX_ROTATING_SUBMODELS 10

Easily bumpable though. I set it at 25 for my next build.
-C

 

Offline modis

  • 24
I have another question.
I created a weapon entry and added $swarm 3. It looks cool, but works only for multipart turrets, on normal turrets it acts strange. It shoots only to direction of normals, no aiming.
How to have same effect work on normal turrets?

 

Offline Roanoke

  • 210
you gave it a big enough Field of View right ? (worth checking the easy stuff first)

 

Offline Anaz

  • 210
missile turrets don't aim. Swarm (used to be) a missile-only property. I think it makes FS2 think that turrets with swarm weapons don't need to aim.
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Offline StratComm

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Quote
Originally posted by Anaz
missile turrets don't aim


Are you sure about that?  I could have sworn that fusion mortar turrets tracked their target even though the missiles themselves are dumbfires.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Trivial Psychic

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The Fusion mortar is dumfire, so perhaps its tracking weapons that don't target when fired.  They fire out down the normal, then track towards their target.
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Offline modis

  • 24
I said that if turret is multipart it aims even with swarm or dumpfire. But if it is regular turret ir don't aim just shots stright the line of normal. Because swarm makes game think that laser is like missile I have to think another way for same effect :( I like that swarm of laser bolts...

 

Offline Roanoke

  • 210
if I understand it correctly, multi-parts only fire through the normal anyway. Try changing the table entry from tracking to non-tracking (or vice versa)

Is it a missile weapon BTW ?