Author Topic: Multipart woes  (Read 2380 times)

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Offline Enioch

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Hello, folks

This is driving me crazy. I am playing around with multiparts and experimenting on inclined surfaces, but nothing seems to work.

I include the model and a .tbm. Currently, the only turrets I've tabled are SqTurret01, 02 and 03.

Turrets 02 and 03 are inclined, and they seem to rotate properly. Turret 01 is NOT inclined, and rotates properly. What they don't do is AIM properly. They seem to think that I am in a different location than my real one and they fire all over the place. They seem to 'track' me (that is they move when I do), but they don't point themselves at me - they aim into empty space.

All of them. Even the 'basic', not-inclined Turret 01.

Help.

Is it a table/model issue? What have I done wrong?

http://www.4shared.com/rar/6j4bDJ1b/Ravenna_despair.html
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline zookeeper

  • *knock knock* Who's there? Poe. Poe who?
  • 210

 

Offline Enioch

  • 210
  • Alternative History Word Writer
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

  

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • Shipsmith Emeritus
    • Exile
I know this from Sarynthon, when I was using it some time ago. It's main turrets were firing into empty space instead of targets. After I redid the turrets, problem remained. I think it might be somekind of AI bug, as I assume you're using some new AI. Turrets and tables are ok. I've never found a proper solution.
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Offline Enioch

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I use stock AI
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline zookeeper

  • *knock knock* Who's there? Poe. Poe who?
  • 210
Doesn't look like there's anything wrong there. The first thing I'd try though is removing the "fire down normals" flag; all my turrets work fine without it, so maybe it's triggering the brokenness.

 

Offline Enioch

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Nope, brokenness is there before "fire down normals". In fact, removing it causes the turret to "track" empty air and to fire off-normal in some truly ridiculous angles (sometimes almost perpendicular to the barrel).

Have you tried making a mission and testing the ship? Is the problem there on workstations other than mine?
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline zookeeper

  • *knock knock* Who's there? Poe. Poe who?
  • 210
Nah, too much work.

Anyway, from looking at the code, it seems like it's probably happening because the turrets are submodels of a submodel, as opposed to being children of detail0. As far as I can tell, the turret aiming code doesn't seem to take that possibility into account even though the turret firing code does.

 

Offline Enioch

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And, yes, obviously, it was that simple.

Thanks, mate.
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Enioch

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Turret-firing animation (Previously Multipart Woes)
Hello again,

I have a SINGLEpart turret, that is covered by 'doors', which I would like to have opening when it fires. I have set up the hierarchy and the animation works, with two snags:

a) The doors open at EXACTLY the time the turret fires. However, some of the doors have a small (1-2 secs) delay in their animation (extra ponderousness ftw), which causes the shot to visibly fly through them. Is there any way to 'delay' the shot, until all animations have completed, before firing it? As in:

Find target - turret will fire - Animations start - animations end- turret actually fires - animations reverse.

Giving the weapon some 'warmup' time that would allow the turret to complete its animation would also work, but afaik, only beams have warmup, right?

b) The turret cannot have the "check hull" flag, because it 'sees' the doors and never fires. I suppose that is working as intended, but it still is annoying. Is there any way for the turret to ignore some subobjects but not the rest of the ship?
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 
Are you setting a +time: for the animation?

 

Offline Enioch

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Yes. Nevermind about the firing delay, I found a way. Good ol' 3.6.13 and its 'wait for animation' flag... :p
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)