Author Topic: Ok more questions....  (Read 1766 times)

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Offline --Steve-O--

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Ok more questions....
First question relates to this little gem i just dug out of the MVPs....     mv_wep_exp_flashes.cfg

Name:            Helios
Flash Radius:         100
Flash Effect:                      6   <---- what does this do? what other options are available, or is number six it?
Blinding Effect Intensity:      0.6
Blinding Effect Duration:      6800
Blinding Effect Distance:      3400

what numbers would i have to plug in to produce a truely blinding and long distance flash? And i mean like taking a good long look at the sun type of blinding. got some weapons that need BIG blinding flashes

and now some weapons.tbl/tbm questions

$Thruster Flame Effect:            missilethruster03
now the wiki says this line applies to modeled thruster effects.  i am guessing it is not lying in that regard cuz i tried this in hope of having thruster flames like what are produced on ship models, yet....nothing. is there anything i need to know or have misinterpreted here?

and finally.... multi-part turrets, can we place them on the sides of ship models now rather than top/bottom layouts? if so what do i have to do to make that work.

and that is it for now.
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Offline IronBeer

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Re: Ok more questions....
and finally.... multi-part turrets, can we place them on the sides of ship models now rather than top/bottom layouts? if so what do i have to do to make that work.
Not my area of expertise by any stretch, but I do believe that it has been possible for multi-parts to be positioned on sides other than top/bottom for quite some time. However, I don't know how it would be done. Somebody should pop in with the details before too long.
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Offline Droid803

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Re: Ok more questions....
you just need to set fvec and uvec

set up you turret like you would for one on the top of the ship (with the barrel pointing straight up_

uvec is identical to its turret normal, except you flip the x component (so if the normal is 1:2:3, uvec is -1:2:3)

fvec is the direction of the front of the turret. if its on a flat surface that isn't angled from front to back 0:0:1 will suffice.
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Offline headdie

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Re: Ok more questions....
you want the multipart turrets on angled surfaces (catchy title I know)  in it is a program by Scooby_Doo for calculating uvec and fvec on angled turrets along with instructions on how to you is,  You will want to have a brows through as the advice on how to do it changes slightly depending on what modelling program you are using, in particular the labelling order for the X,Y,Z axis.

As of yet I have not worked with the other stuff so I don't know.
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Offline Dragon

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Re: Ok more questions....
First question relates to this little gem i just dug out of the MVPs....     mv_wep_exp_flashes.cfg

Name:            Helios
Flash Radius:         100
Flash Effect:                      6   <---- what does this do? what other options are available, or is number six it?
Blinding Effect Intensity:      0.6
Blinding Effect Duration:      6800
Blinding Effect Distance:      3400

what numbers would i have to plug in to produce a truely blinding and long distance flash? And i mean like taking a good long look at the sun type of blinding. got some weapons that need BIG blinding flashes
"6" is the position of the effect on a list, in another config.
If you want big blinding effect, just increase the three last options (duration is in milliseconds and distance in meters). Try not to overdo it.

$Thruster flame effect: is indeed for modelled thrusters. As far as I know, missiles can't have thruster flame similar to ship one.

 

Offline Droid803

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Re: Ok more questions....
you want the multipart turrets on angled surfaces (catchy title I know)  in it is a program by Scooby_Doo for calculating uvec and fvec on angled turrets along with instructions on how to you is,  You will want to have a brows through as the advice on how to do it changes slightly depending on what modelling program you are using, in particular the labelling order for the X,Y,Z axis.

As of yet I have not worked with the other stuff so I don't know.

that is unecessary for the most part if you can do vector rotations in your head
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Re: Ok more questions....
I think the thruster effect has something to do in the actual POF. I recall a MediaVP missile having an engine thruster point on the model itself. I am guessing that line you specified tells it to use a certain effect. Try adding a thruster in the POF?
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