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It is absolutely possible to mount turrets at arbitrary angles. However, in order for the engine to make the rotations work correctly, it needs to be told what the up and forward vectors for the turret base are.This is an example using the GTD Titan model:As you can see, turret11 is mounted on the side of the main hull, so it has an "up" vector (as denoted by the "uvec" property in the model) of -1,0,0 and a "forward" vector of 0,0,1
Is there a way to make it so that turrets face a specific direction other than sticking out when they are resting and not attacking targets?
The most common set of flags for rotating turrets is "check hull" "fire on target" "reset when idle".
Quote from: Goober5000 on December 18, 2019, 11:54:58 pmThere is no concept of choosing wingmen in FreeSpace like there is in Wing Commander. But you might be able to simulate it with scripting.Technically you can do it if you make a personal ship for each wingman to be used in the Loadout Section and then use is-ship-class checks to tailor stuff. Use the ship-allowed sexps to enable and disable on basis of campaign progression. However that settles you with a lot of bagage in terms of exess team loadout components. And you would have to make the ships visually distinct etc etc
There is no concept of choosing wingmen in FreeSpace like there is in Wing Commander. But you might be able to simulate it with scripting.
There's something called "apply no lighting" in the ships.tbl.
Random question time, is there a way to make it so a ship or wing of ships warps in at very specific locations? Half the time they warp in right where I place them, but occasionally ships will warp in quite a distance away from where I've placed them in FRED2. It's a bit annoying because I have camera angles and movements set up and almost half the time they warp in out of frame and ruin my in-game cutscenes.
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