Author Topic: off axis rotation (turrets in particular)  (Read 9278 times)

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Offline Bobboau

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Re: off axis rotation (turrets in particular)
all debug builds cause this problem (not just mine)?
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Offline Raptor

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Re: off axis rotation (turrets in particular)
All the one's I've tried.
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Re: off axis rotation (turrets in particular)
Well this feature is already being put to use....  :D




I just need to get out of the top/bottom turret mindset...
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Offline Taristin

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Re: off axis rotation (turrets in particular)
How about some in action pics? :p
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Re: off axis rotation (turrets in particular)
Well I tried... just that the turrets use fast blob weapons, so they don't show off very well, that plus the fact i can't hit the print screen fast enough  :P

Btw, bob could we get a release version of this?  Nothing like having to hit "n" a couple million times because it's complaining about depresiated flags (probably the no damage from subsytem to parent entry).

That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Bobboau

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Re: off axis rotation (turrets in particular)
yeah, someone made a syntax change, honestly it's a lot cleaner, rather than put +non-targetable +no damage
on diferent lines you put it in $flags:("non targetable" "no damage")
like ship flags.

...anyway nice work so far but don't limet yourself to just putting them on the sides, you could put them on those slanty bits too.
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!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline TrashMan

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Re: off axis rotation (turrets in particular)
Bob, if you were a woman, I would marry you! :D

THANK YOU FOR THIS!!!!!
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Re: off axis rotation (turrets in particular)
Is there still a cap on maximum number of multipart turrets? I'd like to try this code with Galactica's 175 AAA turrets.

 
Re: off axis rotation (turrets in particular)
I think thats part of PCS's problem too Omniscaper.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Nuke

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Re: off axis rotation (turrets in particular)
yeah, someone made a syntax change, honestly it's a lot cleaner, rather than put +non-targetable +no damage
on diferent lines you put it in $flags:("non targetable" "no damage")
like ship flags.

...anyway nice work so far but don't limet yourself to just putting them on the sides, you could put them on those slanty bits too.

or you can use something like the turret i posted on the recent builds thread. i also have a couple more ideas to try, just havent modeled up the tests yet.

is it just be or does there seem to be some collision detection issues. seems like some of the shots are passing through the base or barrel models, or their explosions and other effects arent being rendered.
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Offline Bobboau

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Re: off axis rotation (turrets in particular)
I have been worried about colision detection problems this whole time, and is principly why I haven't commited this yet, problem is when I explicitly try to shoot at a turret it seems to hit.
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!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nuke

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Re: off axis rotation (turrets in particular)
i figure its just a matter to make the collision trees rotate with the models. i think its just a matter of their range of motion being limited to a fixed range. of course i havent looked at the code and im really talking out of my ass.
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.

Nuke's Scripting SVN

 

Offline Bobboau

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Re: off axis rotation (turrets in particular)
you've got it sort of backwards, the point's being collided with get rotated into the object's normal rest position, I inserted the optional axis into the code in the same way it got inserted every were else so it should be working, but things might be diferent.
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!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nuke

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Re: off axis rotation (turrets in particular)
well im glad i got it bass akwards, rather than completely wrong :D

but that makes sence, why rotate something as vast as a collision tree when you simply just need to rotate a couple of shots.
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.

Nuke's Scripting SVN