Author Topic: Baikal and the Volga animation problems  (Read 2401 times)

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Offline starbug

  • 210
    • DarkSide Animations
Baikal and the Volga animation problems
Hiya i am having problems with the Baikal and the Volga VLS turret animations, in that they wont work, i created a new torpedo and went to try it out on a test map and noticed that the animations for the VLS turrets on both ships wont trigger and will not fire. How do get the animations to work so the ships can fire? Or have i simply forgot to activate something in FRED?

This is the version of FSopen i am using fs2_open_3_7_2_RC1_SSE.exe

and heres the TBL for the Baikal i am using

$Name:                          FT DS Baikal
$Short name:   HiSpeedDestroyer
$Species:                       Commonwealth
+Tech Description:
XSTR("The Baikal-class High-Speed Heavy Destroyer is a warship intended to serve as a next-generation systems patrol vessel. A versatile design inspired by the Orichalcum-class escort carrier, the Baikal incorporates a well-rounded array of weapons as well as a strikecraft hangar, allowing the Baikal to perform swift and effective enforcement of Commonwealth power. While not expressly intended for frontline action against Exarchy warships, reflected in its average point defenses and armor, the Baikal-class's low-power quad 'Siegfried' Mega Particle Cannon mount gives it tremendous firepower for its size, allowing it to serve as fire support in a pinch.", -1)
$end_multi_text
$POF file:                      Baikal.pof
$Detail distance:    (0, 2000, 4000, 12000)
$Show damage:     YES
$Density:                       1.2
$Damp:                          0.4
$Rotdamp:                       2.4
$Max Velocity:          0.0, 0.0, 180.0
$Rotation time:         75.0, 75.0, 75.0
$Rear Velocity:         0.0
$Forward accel:         4.0
$Forward decel:         2.0
$Slide accel:           0.0
$Slide decel:           0.0
$Warpin Type:   Hyperspace
$Warpin Decel Exp:  0.6
$Warpout Type:   Hyperspace
$Warpout Accel Exp:  0.6
$Expl inner rad:        300.0
$Expl outer rad:        900.0
$Expl damage:           250.0
$Expl blast:            12500.0
$Expl Propagates:       YES                                                     ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       400.0                                           ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count:  4
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:                       6500
$Power Output:          100.0
$Max Oclk Speed:        240.0
$Max Weapon Eng:        100.0
$Hitpoints:                     8500
$Armor Type:     CapshipArmor
$Shield Armor Type:    CapshipShields
$Flags:                         ( "corvette" "generate icon" "surface shields" )
$AI Class:                      Captain
$Afterburner:           NO
$Countermeasures:       0
$Scan time:                     2000
$EngineSnd:    128                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -1100
$Closeup_zoom:          0.5
$Score:     250

$Subsystem:                     engine01,                 10,0.0
 $Engine Wash: Default800
$Subsystem:                     engine02,                 5,0.0
 $Engine Wash: Default800
$Subsystem:                     engine03,                 5,0.0
 $Engine Wash: Default800
$Subsystem: sensors, 5, 0
$Subsystem: weapons, 10, 0
$Subsystem: communication, 5, 0
$Subsystem: navigation, 5, 0

$Subsystem: fighterbay, 0, 0

$Subsystem: turret01,10.0,1.0
 $Default PBanks: ( "46mm Arclite Pulse" )
 $Turret Base RotationSnd:  254
 $Turret Gun RotationSnd:  255
 $Turret BaseSnd Volume:  1.0
 $Turret GunSnd Volume:   1.0
 $Turret Reset Delay:  1000
 $Flags:      ( "check hull" "reset when idle" "target requires fov" )
 $animation:     triggered
 $type:       initial
  +relative_angle:  80, 0, 0

$Subsystem: turret02,5.0,1.0
 $Default PBanks: ( "RipperTurret" )
 $flags: ( "target requires fov" "check hull" )
$Subsystem: turret03,5.0,1.0
 $Default PBanks: ( "RipperTurret" )
 $flags: ( "target requires fov" "check hull" )
$Subsystem: turret04,5.0,1.0
 $Default PBanks: ( "RipperTurret" )
 $flags: ( "target requires fov" "check hull" )

$Subsystem: turret05,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t05,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   24
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, 120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret06,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t06,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   25
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, -120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret07,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t07,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   26
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, 120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret08,5.0,1.0
 $Default SBanks: ( "Wahammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t08,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   27
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, -120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret09,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t09,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   28
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, 120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret10,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t10,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   29
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, -120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret11,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t11,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   30
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, 120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret12,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t12,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   31
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, -120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret13,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t13,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   32
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, 120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret14,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t14,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   33
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, -120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100


$Subsystem: turret15,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ("fire down normals"  "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t15,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   34
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, -120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret16,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t16,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   35
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, 120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret17,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t17,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   36
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, -120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret18,5.0,1.0
 $Default SBanks: ( "Warhammerl" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t18,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   37
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, 120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret19,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t19,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   38
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, -120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100
$Subsystem: turret20,5.0,1.0
 $Default SBanks: ( "Warhammer" )
 $flags: ( "fire down normals" "target requires fov" "untargetable" "wait for animation" )
$Subsystem:  door-t20,   0, 2.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    turret firing
  +sub_type:   39
  +delay:    0
  +reverse_delay:  6000
  +relative_angle: 0, 0, 120
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:    100

$Subsystem: turret21,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret22,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret23,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret24,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret25,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret26,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret27,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret28,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret29,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret30,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret31,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )
$Subsystem: turret32,0.833,1.0
 $Default PBanks: ( "Rapier mk2" )
 $Flags: ( "check hull" )

$Subsystem:  maindoor_l,  0.0, 8.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    door
  +delay:   0
  +reverse_delay:  6000
  +relative_angle:  0.000, 0.000, -90.000
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:   2000
$Subsystem:  maindoor_r,  0.0, 8.0
 $Flags:    ( "untargetable" )
 $animation:   triggered
 $type:    door
  +delay:   0
  +reverse_delay:  6000
  +relative_angle:  0.000, 0.000, 90.000
  +velocity:   60, 60, 60
  +acceleration:  40, 40, 40
  +time:   2000
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: Baikal and the Volga animation problems
Unforunately the animation code is pretty crappy. The "wait for animation" flag refuses to do its job and turret door animations work horrible for single fired missiles.

This is how I set up the vls doors in the table
$Subsystem:                turret05, 15, 1
   $Alt Subsystem Name:       Medium Missile Launcher
   $Default SBanks:          ( "Type-125 125mm VLS" )
   $flags:                ( "target requires fov" "untargetable" "wait for animation" "no subsystem targeting" )
$Subsystem:                  door-t05, 0, 2.0
   $Flags:                  ( "untargetable" )
   $animation:               triggered
   $type:                  turret-firing
      +sub_type:            21
      +delay:               0
      +reverse_delay:         3000
      +relative_angle:      0, 0, 100
      +velocity:            180, 180, 180
      +acceleration:         160, 160, 160
      +time:               100

And it pretty much requires that you set your torpedo/missile as a swarm weapon (preferably with at least 2 shots with a small swarmwait)
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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Re: Baikal and the Volga animation problems
Have you tried correcting all instances of "turret firing" to "turret-firing"? (I realize the code is supposed to work either way, but something may be going screwball there.)
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline starbug

  • 210
    • DarkSide Animations
Re: Baikal and the Volga animation problems
Cheers I'll give them both a try :)
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline starbug

  • 210
    • DarkSide Animations
Re: Baikal and the Volga animation problems
Ok tried those and it still won't work :(
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

  

Offline Droid803

  • Trusted poster of legit stuff
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Re: Baikal and the Volga animation problems
I do recall having this problem, I don't recall how I made it go away.
(´・ω・`)
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