Author Topic: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)  (Read 3725 times)

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Offline Eiswolf

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Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Many ships in the Battletech Univers were rear armed with Lasers (in the Total Conversion are the Lasers Beam Weapons)
So i have make turrets for this arms but they would not fire on the enemy my gunners are all pacifists...

First waht i do is I read the FS Wiki Modding Tutorials and enter all thinks what the tutorial says in the ship.tbl. The AI would not fire on the target Enemy...
I show on the FS2 Ship Models they have a turret and look at my models i don´t found any errors... but the AI smokes weed and say peace to my target....

So the last one what i have done... i saw in all .tbls what i think the AI or the Turret have do to with this... i doesn´t found any failure...

Can anyone write my a how to make a single Part Turret step by step for Dummys. From export .dae in Blender step by step with .tbl and PCS entrys to the game?
The Single Part Turret is only for Player Ships and Fighters.


When i make the Warships and Dropships i hope so the Multipart Turrets doesn´t make any Problems.

And the last one. I include a Model there named turret01-destroyed
I don´t see it in game... why? Can a turret have a turret-destroyed model or is this only for all other Subsystems?



so i hope i can still work again on the Aerotech Total Conversion...

« Last Edit: April 23, 2013, 01:09:49 pm by Eiswolf »
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline The E

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Re: Next Problem... Turrets.... and destroyed subsystem
Ummm.....

Maybe it would be a good idea if you were to post this question in your native language? I don't know whether you used an autotranslation service or whether your english is just that ... weird ... but your question is pretty hard to understand.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline General Battuta

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Re: Next Problem... Turrets.... and destroyed subsystem
He wants a guide to making a working singlepart turret.

 

Offline Eiswolf

  • 26
Re: Next Problem... Turrets.... and destroyed subsystem
In my Nativ Language (German)

Im Battletech Universum gibt es unzählige Schiffe die auch eine Bewaffnung nach hinten haben. Ich dachte mir das ich das in diesem Fall so löse das ich einfach einen Geschützturm mache.

Das Problem dabei ist das es nicht funktionieren will. Der Geschützturm will einfach nicht auf das Ziel feuern das ich im Visier habe.
Egal ob das ziel auf mich feuert oder nicht.

Ich habe mir auf der FS Wiki das Modding Portal durch gelesen und auch das Turret Tutorial für die Single und Multi Part Turrets.
Leider hat es nachher auch nicht funktioniert. Das Rückwärtige Geschütz will einfach nicht schießen.

Ich dachte mir ich sehe mir Schiffe aus FS2 an die auch einen Geschützturm haben und vergleiche sie mit dem Geschützturm und den .tbl eintragungen die ich gemacht habe.
Ich finde keinen Fehler und es funktioniert noch immer nicht.

Mir würde es sehr weiter helfen wenn ich eine Schritt für Schritt anleitung bekommen würde wo genau erklärt wird was das Turret Model alles haben muss um zu funktionieren.
Welche .tbls ich haben muss und welche eintragungen umbedingt nötigt sind um den Geschützturm zum feuern zu bringen.

Was muss ich alles beachten um einen funktionsfähigen Single Part Turret zu bekommen.
Welche eintragungen muss ich im PCS2 machen? und vor allem wo?
Braucht der Geschützturm umbedingt einen Pfad mit vektoren und wenn ja auf was muss ich da genau achten? (Die sind wohl gemerkt vorhanden)
Die Geschütztürme zeigen alle nach hinten bei den Schiffen die auch der Spieler benutzt.

Für die Kriegsschiffe und Landungsschiffe muss ich Multipart Turrets machen ich hoffe das ich sie ohne Probleme machen kann.


Eine weiter Frage die ich habe betrifft die -destryed modele.
Kann man auch ein Turret01-destroyed machen? Ich habe es ausprobiert leider wird der zerstörte Turm nicht durch das -destroyed model ersetzt...

Ich wäre überaus dankbar wenn mir jemand bei dieser Sache helfen könnte. Es ist einfach nur ärgerlich wenn die Arbeit so gut vorangegangen ist und ich nun schon wieder wegen einer kleinigkeit stecken bleibe...
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline The E

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Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Es würde helfen, wenn du das Modell und den dazugehörigen tbl-Eintrag posten würdest.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Angelus

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Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Feuert der Geschützturm wenn das Schiff unter AI controlle fliegt?
Ist es in der tbl Datei als Bomber aufgeführt?

Soweit ich weiß, feuern geschütztürme am Spielerschiff nicht. Allerdings kann dir The E da eher weiterhelfen.
Für die tbl - kopier einfach die einträge von der wiki, bzw. die einträge von 'nem aktuellen mod.

Geschütztürme an großen Pötten sind in der Regel einfache scheiben die an der Hülle des Schiffes plaziert werden.
Vektoren usw. brauchst in der Regel nur um den FOF ( Field of Fire ) zu definieren.
Schau dir mal die schiffe in den FSO MVPs an ( Orion, Hattie,...).

Wie sieht denn deine Hierarchie des models in PCS 2 aus?

Wenn du das model nicht posten kannst/ willst, mach mal n screenshot.

 

Offline Eiswolf

  • 26
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Feuert der Geschützturm wenn das Schiff unter AI controlle fliegt?
Ist es in der tbl Datei als Bomber aufgeführt?

Es feuert leider nicht auch wenn es unter AI controlle fliegt. Die Schiffe sind alle als Fighter in der .tbl angeführt.

Hier ist der ship.tbl eintrag zu einem der vielen Sorgenkinder....

Code: [Select]
$Name:                       Trident TRN-3T
$Short name:                 TRN-3T
$Species:                    Terran
   +Type:                       XSTR("20t Light", -1)
   +Maneuverability:            XSTR("Excellent 12/18 m/s", -1)
   +Armor:                      XSTR("36 Points Ferro-Aluminum", -1)
   +Manufacturer:               XSTR("Newhart Industries", -1)
   +Description:                XSTR("Heatsinks: 10 Single Rear armed 1 S Laser", -1)
$end_multi_text
   +Tech Description:           XSTR("Introduced in 2717 as a first response fighter for planetary defense forces, the popular Trident was rendered obsolete by the development of the Cheetah, but found a new role among the SLDF army in fast ground attacks.
The Trident was built to provide a strong punch in a small, light frame, making it ideal for carrier duty.
Its 200-rated engine provides excellent power, and its frame can withstand the forces created when maneuvering at the high speeds that are the Trident's specialty.
Once equipped with two tons of standard armor plating, the Trident's armor was upgraded to StarGlo Ferro-Aluminum, primarily to provide better protection from anti-aircraft defenses.
The fighter's advanced O/P 3000 tracking system could almost fly the fighter by itself, leading to a joke among pilots that their only job was to pull the trigger.
Despite the fact the Ferro-Aluminum armor was a later addition, it was the Tridents main advantage over the Cheetah, as well as using systems that were easy to maintain. However, the ability to
produce Ferro-Aluminum and its ground-based cousin Ferro-Fibrous was lost in 2810 with the destruction of the last known foundry.
The last Trident would roll off the assembly lines in 2825, and as the Succession Wars dragged on more and more Tridents were forced to replace their Ferro-Aluminum with standard armor.
Though the loss in protection was technically minor, it became exaggerated such that the fighter lost its marketability.
Surviving Tridents are mostly found serving in backwater militias, independent states and Periphery realms, with the Outworlds Alliance fielding the largest number as trainers for its pilot cadets.
However, in 3069 rumors spread of Blakists fielding advanced Tridents when three vessels, lacking any cockpit assemblage, were seized in the Orestes system.", -1)
$end_multi_text
   +Length:                     18 m
   +Gun Mounts:                 2 M Laser
   +Missile Banks:              0
$Cockpit POF file: CPTrident.pof
+Cockpit Offset: 0.0, 0.0, -0.25
$POF File:                   TRN-3T.pof
$Detail Distance:            (0, 80, 300, 900)
$ND:                         42 42 244
$Show Damage:                YES
$Density: 1.0
$Damp: 1.25
$Rotdamp: 0.75
$Banking Constant: 0.5
$Max Velocity: 35.0, 35.0, 120.0                 
$Rotation time: 1.0, 1.0, 1.0
$Rear Velocity: 0.0
$Forward accel: 1.0
$Forward decel: 1.0
$Slide accel: 1.0
$Slide decel: 1.0
$Glide: YES
+Dynamic Glide Cap: YES
+Glide Accel Mult: -1.0
$Convergence:
+Automatic
+Minimum Distance: 0
$Expl Inner Rad:             25.0
$Expl Outer Rad:             55.0
$Expl Damage:                15.0
$Expl Blast:                 1000.0
$Expl Propagates:            NO
$Shockwave Speed:            0.0
$Allowed PBanks:             ( "M Laser" )
$Allowed Dogfight PBanks:    ( "M Laser" )
$Default PBanks:             ( "M Laser" )
$Allowed SBanks:             ( "Camera" )
$Allowed Dogfight SBanks:    ( "Camera" )
$Default SBanks:             ( "Camera" )
$SBank Capacity:             ( 1440 )
$Shields:                    0
$Shield Color:               0 0 0
$Power Output:               10.0
$Max Weapon Eng:             100.0
$Hitpoints:                  36
$Subsystem Repair Rate: 0.0
$Flags:                      (  "player_ship"
                                "fighter"
                                "in tech database"
"in tech database multi"
"no ets" )
$AI Class:                   Captain
$Afterburner: YES
+Aburn Max Vel: 60.0, 60.0, 180.0
+Aburn For accel: 0.5
+Aburn Fuel: 500.0
+Aburn Burn Rate: 15.0
+Aburn Rec Rate: 15.0
$Countermeasures:            0
$Scan time: 2000
$EngineSnd: 129   
$Closeup_pos: 0.0, 0.0, -40.0
$Closeup_zoom: 0.5
$Shield_Icon: dummy
$Score: 20
$Trail:
   +Offset:                     -9.37 0.35 -4.20
   +Start Width:                0.25
   +End Width:                  0.05
   +Start Alpha:                1.0
   +End Alpha:                  0.0
   +Max Life:                   1.0
   +Spew Time:                  60
   +Bitmap:                     Contrail01
$Trail:
   +Offset:                     9.37 0.35 -4.20
   +Start Width:                0.25
   +End Width:                  0.05
   +Start Alpha:                1.0
   +End Alpha:                  0.0
   +Max Life:                   1.0
   +Spew Time:                  60
   +Bitmap:                     Contrail01
$Subsystem: communication,  10, 0
$Alt Subsystem Name: HEATSINKS
$Subsystem: navigation,     10, 0
$Alt Subsystem Name: FCS
$Subsystem: weapons,        20, 0
$Alt Subsystem Name: WEAPONS
$Subsystem: sensors,        10, 0
$Alt Subsystem Name: SENSORS
$Subsystem: engine,       12, 0
$Alt Subsystem Name: ENGINE
$Engine Wash: Default
$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        TFCS
    $Default PBanks:            ( "S Laser" )

hier ist der eintrag zur turret und Schiffswaffe "S Laser"

Code: [Select]
$Name:  @S Laser
+Title:   XSTR("IS Small Laser", 3243)
+Description: XSTR(
"Damage: 3
Heatrate: 1
Firerate: 1.5 sec
Range: 400", 3244) ;; Beschreibung
$end_multi_text
+Tech Title:     XSTR("IS Small Laser", 146)
+Tech Anim:                     anislaser
+Tech Description:
XSTR( "
Laser stands for Light Amplification by Stimulated Emission of Radiation. The Small Laser focuses a beam of light on targets to cause damage. The compact size of the Small Laser allows it to be equipped and used efficiently on practically anything; however the reduced firepower means that Small Lasers are not usually used on heavier combat devices such as 'Mechs or tanks. When equipped on infantry or powered armor, it is referred to as a Support Laser.
", -1)
$end_multi_text

$Model File: none
@Laser Bitmap: laserred
@Laser Glow: gaussglow
@Laser Color: 228, 0, 0
@Laser Color2: 228, 0, 0
@Laser Length: 0.0
@Laser Head Radius: 0.0
@Laser Tail Radius: 0.0
$Mass: 0.0
$Velocity: 400.0
$Fire Wait: 1.5 ;; in seconds
$Damage: 3.0
$Shield Factor: 0.0
$Subsystem Factor: 0.0
$Lifetime: 0 ;; How long this thing lives
$Energy Consumed: 1 ;; Energy used when fired
$Cargo Size: 0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 97 ;; The sound it makes when it hits something
$Flags: ( "in tech database" "player allowed" "stream" "beam")
$Icon: iconSL
$Anim: anislaser
$Impact Explosion: Exp05
$Impact Explosion Radius:   0.5

$Beaminfo:
+Type: 2
+Life:   1.0
+Warmup:   0
+Warmdown: 0
+Radius:   0.50
+PCount: 0
+PRadius: 0.0
+PAngle: 0.0
+PAni: ParticleExp01
+Miss Factor:         0.0 0.0 0.0 0.0 0.0
+BeamSound: 76
+WarmupSound:         none
+WarmdownSound:         none
+Muzzleglow:         redmuzzleglow
+Shots: 0
+ShrinkFactor:         0.0
+ShrinkPct: 0.0
 
$Section:
  +Width: 0.10
  +Texture:            laserred      ;; texture for this section 
  +Flicker: 0.1
  +Zadd: 5.0
$Section:
  +Width: 0.10
  +Texture:            laserred      ;; texture for this section 
  +Flicker: 0.3
  +Zadd: 5.0
$Section:
  +Width: 0.10
  +Texture:           laserred     ;; texture for this section 
  +Flicker: 0.1
  +Zadd: 5.0
$Section:
  +Width: 0.10
  +Texture:            laserred      ;; texture for this section 
  +Flicker: 0.2
  +Zadd: 5.0
$Section:
  +Width: 0.10
  +Texture:            laserred     ;; texture for this section 
  +Flicker: 0.2
  +Zadd: 5.0

selbst wenn ich zu diesem eintrag eine minimum waffen reichweite und eine waffenreichweite eintrage will die AI das Geschütz nicht abfeuern.

Im Anhang findet sich noch das zugehörige Model und die maps dazu....



[attachment deleted by ninja]
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline Eiswolf

  • 26
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Okay i know what the problem is...

I found this post http://www.hard-light.net/forums/index.php?topic=16348.msg313694#msg313694 in the Coders Forum from a member there means it is possibel to add Turrets and there works on Fighter and Bombers where can the Player fly.
The answer was: "No"

So I will delet the turrets on my fighter models and make a normal Weaponbank with Front Firering Direction...

I hope i have no problems with the turrets when i make Warships and Dropships.

But one Question.

Is it possible to make:

turret01
turret01-destroyed

???
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline The E

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Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
That's a silly restriction, gonna have to check that out (The thread you dug up is 9 years old, the engine went through basically all of the changes since then).

Regarding -destroyed submodels: Yes, that should definitely work correctly.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Dragon

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  • The sky is the limit.
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
This restriction no longer exists. WoD had turreted fighters and they worked allright. There were both single and multipart turrets on them.

  

Offline Eiswolf

  • 26
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
This restriction no longer exists. WoD had turreted fighters and they worked allright. There were both single and multipart turrets on them.

Hmm... okay.
I search again for Answer to my turrets worked on Fighters...
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline Mad Bomber

  • Booooom
  • 210
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Hmm. Try putting "bomber" in flags instead of "fighter" anyway, see if that works.

(it probably won't, but it's worth a try.)

(update: i'm going to get off my butt and try it myself.)
« Last Edit: April 26, 2013, 02:48:53 am by Mad Bomber »
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline Mad Bomber

  • Booooom
  • 210
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Update 2: Your fighter works perfectly with FS weapons. :):yes: Even with "fighter" in the tag instead of "bomber". (I also had to change the maneuverability, because 1.0 turning speed is ridiculous. The AI was tumbling drunkenly.)

I'll add in the Small Laser now and test the weapon.

Update 3: Noticed when editing the S Laser TBL that it lacks an $Armor Factor. I added that in. I also changed it to use standard FS bitmaps since I didn't have all of your Effects-folder files. The weapon still doesn't fire, tho.


The problem, I think, is the Small Laser itself. I'm not good with beam weapons, so I'll let someone else take a look at it.
« Last Edit: April 26, 2013, 02:55:19 am by Mad Bomber »
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline Eiswolf

  • 26
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Thx. I have fix the Maneuverability and the $Armor Factor but the turret woudn´t work with "fighter" and with "bomber" flag.

What .tbl must i have they will work?
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Looking in the model file, I noticed a couple of things.  For one thing, you probably want to give the fighter a nonzero mass, and MOI (pcs2 can calculate the moi).  But I think what might be stopping your turret from firing is this:
Code: [Select]
$uvec:0, 0, -1
$fvec:0, 1, 0$special=subsystem
$fov=180

See if a line break between $fvec and $special fixes things. 

Otherwise, you can check if the problem is with the beam or the model by temporarily substituting the beam with a  normal turret weapon and seeing if that works. 

Oh, and the collisionbox for your turret is really weird.  You probably want to fix the centrepoint, otherwise the turret is going to have an enormous hitbox (calculated as 2x the radius of the turret, iirc).  Also I noticed that the firepoint is offset in the x direction.  Is that intentional?

 

Offline Mad Bomber

  • Booooom
  • 210
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
Thx. I have fix the Maneuverability and the $Armor Factor but the turret woudn´t work with "fighter" and with "bomber" flag.

What .tbl must i have they will work?


The turret already works *perfectly* for me when using a different weapon (in my case I used the Vasudan Light Laser).

The problem is the Small Laser doesn't work for me. (I had the fighter mount it on the forward guns, too, and it still didn't work properly.)
« Last Edit: April 28, 2013, 10:40:14 am by Mad Bomber »
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
/
The turret already works *perfectly* for me when using a different weapon (in my case I used the Vasudan Light Laser).

The problem is the Small Laser doesn't work for me. (I had the fighter mount it on the forward guns, too, and it still didn't work properly.)

Do you mind sharing your retail resources compatible copy?  It is +Shots: 0?

 

Offline Eiswolf

  • 26
Re: Next Problem... Turrets.... and destroyed subsystem (3rd Post in German)
hmmm....

I think the problem is the Beam Typ...
All Lasertyps in my Weapon.tbl are typ2

So i think i must make Copy from the weapons and set the Beamtyp to Typ 0...
Tomorrow i will test it.
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0