### Author Topic: Turret Rotation Problems  (Read 2993 times)

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#### Lt. Spanks

• 25
• Not A Lieutenant
##### Turret Rotation Problems
I have rotating turrets... believe it or not... they don't rotate
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"

#### 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.

#### 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.

#### 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"

#### Droid803

• Trusted poster of legit stuff
• 213
• ／人 ◕ ‿‿ ◕ 人＼ Do you want to be a Magical Girl?
##### 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・｀）
=============================================================

#### 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.

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"

#### 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
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
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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...

#### Deora11

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

#### Lt. Spanks

• 25
• Not A Lieutenant
##### Re: Turret Rotation Problems
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"

#### 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.

#### 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"

#### zookeeper

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

#### 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"

#### 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.

#### 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"