Author Topic: Little help with visible secondaries?  (Read 2718 times)

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Offline aldo_14

  • Gunnery Control
  • 213
Little help with visible secondaries?
Code: [Select]
$Name:                          GTF Blah
$Short name:                    blah
$Species:                       Terran
+Type:                          XSTR("Space Superiority", -1)
+Maneuverability:               XSTR("Average", -1)
+Armor:                         XSTR("Average", -1)
+Manufacturer:                  XSTR("aa", -1)
+Description: XSTR("", -1)
$end_multi_text
+Tech Description:
XSTR("", -1)
$end_multi_text
+Length: 19 m
+Gun Mounts: 4
+Missile Banks: 1
$POF file:                      aldo_fighter.pof
$Detail distance: (0, 180, 300, 1100)
$Show damage: YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.4
$Max Velocity: 0.0, 0.0, 80.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement
$Rotation time: 4.0, 4.5, 4
$Rear Velocity: 0.0
$Forward accel: 2.4
$Forward decel: 2.0
$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: ( "20mm" "40mm" )( "20mm" "40mm" "ML-16")
$Allowed Dogfight PBanks: ( "20mm" "40mm" )( "20mm" "40mm" "ML-16")
$Default PBanks: ( "40mm" "20mm" )
$Allowed SBanks: ("Fury" "MX-50" "MX-52")( "Daisycutter")
$Allowed Dogfight SBanks: ("Fury" "MX-50" "MX-52")( "Daisycutter")
$Default SBanks: ( "MX-50" "Daisycutter")
$SBank Capacity: ( 40 40 )
$Show Secondary Models: (NO YES)
$Shields:                       0
$Shield Color: 100 100 255
$Power Output: 2.5
$Max Oclk Speed: 100.0
$Max Weapon Eng: 130.0
$Hitpoints:                     300
$Flags:                         ( "player_ship" "fighter" "in tech database" "show ship"  "flash" "glide")
$AI Class:                      Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 140.0
+Aburn For accel: 0.8
+Aburn Fuel: 250.0
+Aburn Burn Rate: 60.0
+Aburn Rec Rate: 45.0
$Countermeasures: 30
$Scan time: 2000
$EngineSnd: 130                   ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: 1shieldft-05
$Ship_icon: 1iconfighter2t-05
$Ship_anim: 1ssfighter2t-05
$Ship_overhead: 1loadfighter2t-05
$Score: 10
$Trail:
+Offset: 6.75 -0.1 -0.6
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -6.75 -0.1 -0.6
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+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

Names changed to protect the innocent.....

I'm getting a buffer-overrun error with the $Show Secondary Models:      (NO YES) line; this doesn't happen when it's removed, ergo I must have screwed something up.  Latest build (I could find) of FRED (fred2_open_r-20060825.exe).

 

Offline Wanderer

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Re: Little help with visible secondaries?
Try... $Show Secondary Models: ( yes ) regardless of the number of the banks on the ship
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Offline karajorma

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Re: Little help with visible secondaries?
Try
$Show Secondary Models:      ( NO YES )

The spaces are important. I've discovered that for cases with

$Show Secondary Models:      (YES)

the lack of spaces will cause a crash. I'm going to try it on a ship with more than one bank now.

EDIT : BTW it's only the final bracket that's actually the problem. But it's a good habit to use spaces before both :)
« Last Edit: September 06, 2006, 02:00:58 pm by karajorma »
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Offline Wanderer

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Re: Little help with visible secondaries?
Yeah that seems to function nicely.. but are the weapons supposed to go away after you run out of ammo? that is in my test they didnt...
Do not meddle in the affairs of coders for they are soggy and hard to light

  

Offline karajorma

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Re: Little help with visible secondaries?
Yeah that seems to function nicely.. but are the weapons supposed to go away after you run out of ammo? that is in my test they didnt...

Mantis it. I'll check it myself in a second but I didn't write the code so I wouldn't know where to go looking for new weapons.

EDIT : Just tested it. The weapons stopped appearing after the ship had run out. If you can give me a table where they don't I'll be happy to check. One question what was the cargo size of the weapon? If it was less than 1 try it again with a weapon that is bigger than that.
« Last Edit: September 06, 2006, 02:13:29 pm by karajorma »
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Offline Wanderer

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Re: Little help with visible secondaries?
It was a test model.. actually the retail perseus with some additions to the table but so that it was armed with several bombs (could have only 3 loaded per bank) and it still had loads of extra firepoints. So that the ship actually appeared into the mission appearing to be carrying more weapons that had ever been loaded into it.

EDIT: Tested it... If model has more firepoints than weapons... all the firepoints are filled at the beginning of the mission regardless of the number of actual misssiles loaded onto the ship. So in perseus firing all two loaded missiles dropped the loaded missile count to 0 but left 8 or so appearing on the outside
« Last Edit: September 06, 2006, 02:30:33 pm by Wanderer »
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: Little help with visible secondaries?
Not working, but neither are my primaries (0 energy from start) nor ship cockpit (show ship not working) at the moment.

Investigating further.

 

Offline Wanderer

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Re: Little help with visible secondaries?
Have you run debug build? And what is the 'glide' flag doing?
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline karajorma

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Re: Little help with visible secondaries?
EDIT: Tested it... If model has more firepoints than weapons... all the firepoints are filled at the beginning of the mission regardless of the number of actual misssiles loaded onto the ship. So in perseus firing all two loaded missiles dropped the loaded missile count to 0 but left 8 or so appearing on the outside

Try this build. The problem should have gone away.
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Offline aldo_14

  • Gunnery Control
  • 213
Re: Little help with visible secondaries?
Aha, forgot about debug.  Fixed a bunch of tbl errors, that sorted it; except when it reloads from the support ship (in external / free camera view), LOD1 is visible (not LOD0 as when you start), and seemingly is offset -z into the wrong position.  I couldn't give a moneys about it because I'm not allowing reloading for that bank, but it could be worth someone else taking a peek.

EDIT; hmmm...... on closer inspection, it seems to flip to LOD1 after a few seconds viewing from the freecam, too, without changing the zoom.  Very odd.  I'm having trouble replicating this, though.
« Last Edit: September 06, 2006, 03:22:08 pm by aldo_14 »

 

Offline Wanderer

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Re: Little help with visible secondaries?
Try this build. The problem should have gone away.
Otherwise well and fine but the last missiles were not shown on the outside view. That is if there were only single missile left in the bank the weapon didnt get rendered.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline karajorma

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Re: Little help with visible secondaries?
Try it again. I updated the build.
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Offline Unknown Target

  • Get off my lawn!
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  • Push.Pull?
Re: Little help with visible secondaries?
There's a serious problem with external weapons; I've found that if the weapon count does not match the number of hardpoints, the weapons will still appear even after they have all been used.

 

Offline Wanderer

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Re: Little help with visible secondaries?
Try it again. I updated the build.
:D Yay! :D

It works! :) Nice work Karajorma! :yes:


There's a serious problem with external weapons; I've found that if the weapon count does not match the number of hardpoints, the weapons will still appear even after they have all been used.

Did you read the last posts from me and Karajorma? Anyway try the build Karajorma linked here.. It fixed the very issue for me.
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Offline karajorma

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Re: Little help with visible secondaries?
Yep. To be honest I probably would have left it for WMCoolmon to fix but for the fact that I knew we would need this fixed sooner or later for BtRL. :)
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Offline Nuke

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Re: Little help with visible secondaries?
id say check nukemod for examples, but untill game warden comes back you cant get it.

is it possible to make the vwep system take gunpoint normals into account? id like to do some stuff with sidefire, and whatnot. another good idea is an exclusion flag for weapons. anything withc such a flag will not be made visible even if the ship supports vwep. this fixes the problem of warheads that are too big being shown.
« Last Edit: September 07, 2006, 07:31:06 pm by Nuke »
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Offline Taristin

  • Snipes
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  • BlueScalie
    • Skelkwank Shipyards
Re: Little help with visible secondaries?
Game-warden is back, but the DNS is ****ed. You can access it from its IP address, and its blazing fast.....
Freelance Modeler | Amateur Artist

 

Offline karajorma

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Re: Little help with visible secondaries?
another good idea is an exclusion flag for weapons. anything withc such a flag will not be made visible even if the ship supports vwep. this fixes the problem of warheads that are too big being shown.

It should be fairly easy to add that. Although rescaling the weapon is probably a more sensible thing to do. Cause you're still going to have the weapon suddenly appear at the firing point when it is used.
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Offline Nuke

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Re: Little help with visible secondaries?
perhaps a scale factor then? if its set to 0 then the the vwep model doesnt render at all. it would make it more versitie. for nukemod im just externally mounting large warheadsm and keeping anything else on a strict size limits. i think the only reason the warheads in the game are so rediculously big, is because of balence, to make them easyer to shoot down.

just whatever you do dont break the gatling guns :D
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Offline Wanderer

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Re: Little help with visible secondaries?
perhaps a scale factor then? if its set to 0 then the the vwep model doesnt render at all. it would make it more versitie. for nukemod im just externally mounting large warheadsm and keeping anything else on a strict size limits. i think the only reason the warheads in the game are so rediculously big, is because of balence, to make them easyer to shoot down.
Easier to shoot down? Perhaps by tracking with Eyeball Mk I.... AFAIK (and sort of tested) missiles wont even use normal collision code so their models have no interaction with anything ingame
Do not meddle in the affairs of coders for they are soggy and hard to light