Author Topic: Turret Rotation Problems  (Read 2762 times)

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Offline Lt. Spanks

  • 25
  • Not A Lieutenant
Turret Rotation Problems
I have rotating turrets... believe it or not... they don't rotate  :sigh:
They sit there at the +relative_angle of 70% i have set for them and do absolutely nothing.

I have tried many things and I was wondering if anyone who has experienced and troubleshooted this problem could tell me how whats going on.

Thanks
-Spanks
Teacher: "Anything is possible if you put your mind to it!"

Student: "Teacher... there is an exception to this rule."

Teacher: "And what is that student?"

Student: "Catching the Iceni"

 

Offline Deora11

  • 25
Re: Turret Rotation Problems
In PCS2, do your turrets have firepoints and paths. One of my models did the same thing because I didn't have these.

Please note that this is one of many possibilities, but what I've posted is what came to mind at this time.

 

Offline zookeeper

  • *knock knock* Who's there? Poe. Poe who?
  • 210
Re: Turret Rotation Problems
Nothing specific springs to mind. It could likely be caused by a number of things, in my experience more likely in the model rather than tabling.

 

Offline Lt. Spanks

  • 25
  • Not A Lieutenant
Re: Turret Rotation Problems
I most definitely have the paths Deora... I made sure those were working, however the firing points, I am not totally sure. 
I guess I'll have to make my own and troubleshoot it a bit...
Teacher: "Anything is possible if you put your mind to it!"

Student: "Teacher... there is an exception to this rule."

Teacher: "And what is that student?"

Student: "Catching the Iceni"

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
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Re: Turret Rotation Problems
Would probably be easier if you linked the pof/table in question rather than having everyone guess.
There could be a myriad of reasons.
(´・ω・`)
=============================================================

 

Offline Lt. Spanks

  • 25
  • Not A Lieutenant
Re: Turret Rotation Problems
That is a fantastic idea...
I was just seeing if there was any surefire fix for turret rotation... a common mistake perhaps; that could be easily resolved.

Code: [Select]
#Ship Classes

$Name: NAUFg Reaver
$Short name: NAUFrig
$Species: Terran
+Tech Description:
XSTR("TBD", -1)
$end_multi_text
$POF file: arpyia.pof
$Detail distance: (0, 1350, 8000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 2.0
$Max Velocity: 0.0, 0.0, 28.0
$Rotation time: 140.0, 140.0, 100.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$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: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 200.0
$Max Oclk Speed: 60.0
$Max Weapon Eng: 200.0
$Hitpoints: 100000
$Flags: ( "big damage" "corvette" "in tech database"  )
$AI Class: Colonel
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -1000
$Closeup_zoom: 0.5
$Score: 1100
$Subsystem: turret01,0.625, 2.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret02,0.625, 2.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret03,0.625, 2.0
$Default PBanks: ( "HVG 5AAA" )
$Subsystem: turret04,0.625, 2.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret07,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret08,0.833,1.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret09,0.833,1.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret10,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret11,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret12,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret13,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret14,1.875, 3.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret15,1.875, 3.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret16,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret17,0.833,1.0
$Default PBanks: ( "Long Range Flak" )
$Subsystem: turret18,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret19,0.833,1.0
$Default PBanks: ( "HVG 10" )
$Subsystem: turret20,0.833,1.0
$Default PBanks: ( "AAA7p2" )
$Subsystem: turret21,0.833,1.0
$Default PBanks: ( "AAA7p2" )

$Subsystem: turret22,1.875, 3.0
$Default PBanks: ( "HVG 18Heav" )
$Turret Base FOV: 359
$animation: triggered
$type: initial
+relative_angle: 70, 0, 0

$Subsystem: turret23,1.875, 3.0
$Default PBanks: ( "HVG 18Heav" )
$Turret Base FOV: 359
$animation: triggered
$type: initial
+relative_angle: 70, 0, 0


$Subsystem: turret24,1.875, 3.0
$Default PBanks: ( "HVG 18Heav" )
$Turret Base FOV: 359
$animation: triggered
$type: initial
+relative_angle: 70, 0, 0

$Subsystem: fighterbay, 5,0.0
$Subsystem: radar, 5,0.0
$Subsystem: sensors, 5,0.0
$Subsystem: navigation, 5,0.0
$Subsystem: communications, 5,0.0
$Subsystem: weapons, 5,0.0
$Subsystem: engine1, 5,0.0
$Subsystem: engine2, 5,0.0
$Subsystem: engine3, 5,0.0
$Subsystem: engine4, 5,0.0
$Subsystem: engine5, 5,0.0
$Subsystem: engine6, 5,0.0



#End

Turret 22, 23, and 24 are the not rotating rotating turrets. :P

What does one do to put up a .pof?
Teacher: "Anything is possible if you put your mind to it!"

Student: "Teacher... there is an exception to this rule."

Teacher: "And what is that student?"

Student: "Catching the Iceni"

 

Offline niffiwan

  • 211
  • Eluder Class
Re: Turret Rotation Problems
What does one do to put up a .pof?

Any free filesharing host would do, e.g. Dropbox, Box, Google Drive, Mediafire (etc)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
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----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Deora11

  • 25
Re: Turret Rotation Problems
Your tables check out fine to me. Must be a POF problem.

 

Offline Lt. Spanks

  • 25
  • Not A Lieutenant
Teacher: "Anything is possible if you put your mind to it!"

Student: "Teacher... there is an exception to this rule."

Teacher: "And what is that student?"

Student: "Catching the Iceni"

 

Offline zookeeper

  • *knock knock* Who's there? Poe. Poe who?
  • 210
Re: Turret Rotation Problems
Well the game can't know along which axes the turrets should rotate. You can fix that by just giving all 3 submodels these extra properties:

Code: [Select]
$uvec:0,1,0
$fvec:0,0,1

Or, perhaps, by simply setting the rotation axis in that same subobject tab. I've never used that method myself.

 

Offline Lt. Spanks

  • 25
  • Not A Lieutenant
Re: Turret Rotation Problems
Quote
Well the game can't know along which axes the turrets should rotate. You can fix that by just giving all 3 submodels these extra properties:

$uvec:0,1,0
$fvec:0,0,1

Or, perhaps, by simply setting the rotation axis in that same subobject tab. I've never used that method myself.

Where does this go? In the table file or the .pof file?
Teacher: "Anything is possible if you put your mind to it!"

Student: "Teacher... there is an exception to this rule."

Teacher: "And what is that student?"

Student: "Catching the Iceni"

 

Offline zookeeper

  • *knock knock* Who's there? Poe. Poe who?
  • 210
Re: Turret Rotation Problems
The .pof file, subobject properties for the turrets (not arms).

 

Offline Lt. Spanks

  • 25
  • Not A Lieutenant
Re: Turret Rotation Problems
Didn't help... i might take the original table file and pof file... plug them in, and see if they rotate without being edited by me... I might have messed something up.
Teacher: "Anything is possible if you put your mind to it!"

Student: "Teacher... there is an exception to this rule."

Teacher: "And what is that student?"

Student: "Catching the Iceni"

 

Offline Deora11

  • 25
Re: Turret Rotation Problems
With some basic testing on my behalf, I found no issues. I used the exact same .POF and table entry, however I used a different weapon for the turrets (for obvious reasons).

Could be worth looking into the weapon used in the turret, cause I could not find the problem your having.

I will dig a little deeper later, but for now this is what I could deduce.

  

Offline Lt. Spanks

  • 25
  • Not A Lieutenant
Re: Turret Rotation Problems
Yup it's the weapon...
It is derived from the Terran Huge Turret, which when used in the same scenario works fine, I just don't quite know what the issue is...
Teacher: "Anything is possible if you put your mind to it!"

Student: "Teacher... there is an exception to this rule."

Teacher: "And what is that student?"

Student: "Catching the Iceni"