I wanna mod this game!
- BlasterMaster555
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19 years 9 months ago #12432
by BlasterMaster555
All power to the engines!!!
Replied by BlasterMaster555 on topic I wanna mod this game!
It appears that the turret elevation is independent of the mount point orientation. I got the bottom phaser shooting up!
All power to the engines!!!
All power to the engines!!!
All power to the engines!!!
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- Second Chance
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- King of Space
19 years 9 months ago #12433
by Second Chance
Replied by Second Chance on topic I wanna mod this game!
You're being really vague about what you've specifically done and what exactly the problems are. Let's look at one single problem at a time and I'm sure we can get it worked out. Setting up turrets is a piece of cake as long as you're doing it properly.
As for the bottom phaser shooting up; did you remember to rotate the null upside down? I don't know what you mean by the turret elevation being independent of null orientation, because it isn't. It would also help if you told me what avatar file you're using for the turret, as well as what INI file. Like I said, you're being rather vague.
Also, there's a null orientation arrow object included in the SDK for helping out with null positioning. Parent the arrow to the null and it will help out tremendously with rotations. Just remember to rotate the null, and not the arrow.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
As for the bottom phaser shooting up; did you remember to rotate the null upside down? I don't know what you mean by the turret elevation being independent of null orientation, because it isn't. It would also help if you told me what avatar file you're using for the turret, as well as what INI file. Like I said, you're being rather vague.
Also, there's a null orientation arrow object included in the SDK for helping out with null positioning. Parent the arrow to the null and it will help out tremendously with rotations. Just remember to rotate the null, and not the arrow.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
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- BlasterMaster555
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19 years 9 months ago #12434
by BlasterMaster555
All power to the engines!!!
Replied by BlasterMaster555 on topic I wanna mod this game!
yea, that's what I did! The nulls are all in place. Here, the firing arcs straight from the INI's...
silly_upper_phaser (a turret)
[Class]
name=icTurret
[Avatar]
name=lws:/avatars/phaser/setup_effects
[Properties]
name="Phaser Type X"
; System properties
minimum_efficiency=0.3
hit_points=200
power=500
repair_rate=200
heat_rate=5
threat=80
; Cannon properties
horizontal_fire_arc=5
vertical_fire_arc=5
projectile_template=ini:/sims/weapons/phaser
capacity=3000
shot_energy_cost=100
refire_delay=0.01
no_jitter=1
reacquire_time = 0
turret_mode = 0
min_heading = -90
max_heading = 90
min_elevation = 20
max_elevation = 90
stow_heading = 0
stow_elevation = 0
max_heading_velocity = 900
max_elevation_velocity = 600
; Projectile fire position - the end of the barrel of the gun with respect to
; the attachment point of the weapon
fire_position_translation=(0,0,5)
This one should shoot upwards, but never straight ahead. Also, it can't shoot backwards. Is this correct?
All power to the engines!!!
silly_upper_phaser (a turret)
[Class]
name=icTurret
[Avatar]
name=lws:/avatars/phaser/setup_effects
[Properties]
name="Phaser Type X"
; System properties
minimum_efficiency=0.3
hit_points=200
power=500
repair_rate=200
heat_rate=5
threat=80
; Cannon properties
horizontal_fire_arc=5
vertical_fire_arc=5
projectile_template=ini:/sims/weapons/phaser
capacity=3000
shot_energy_cost=100
refire_delay=0.01
no_jitter=1
reacquire_time = 0
turret_mode = 0
min_heading = -90
max_heading = 90
min_elevation = 20
max_elevation = 90
stow_heading = 0
stow_elevation = 0
max_heading_velocity = 900
max_elevation_velocity = 600
; Projectile fire position - the end of the barrel of the gun with respect to
; the attachment point of the weapon
fire_position_translation=(0,0,5)
This one should shoot upwards, but never straight ahead. Also, it can't shoot backwards. Is this correct?
All power to the engines!!!
All power to the engines!!!
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- BlasterMaster555
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19 years 9 months ago #12435
by BlasterMaster555
All power to the engines!!!
Replied by BlasterMaster555 on topic I wanna mod this game!
The dock point is 45* upward, pointing ahead.
All power to the engines!!!
All power to the engines!!!
All power to the engines!!!
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- Second Chance
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- King of Space
19 years 9 months ago #12440
by Second Chance
Replied by Second Chance on topic I wanna mod this game!
Ok, right away I see a potentially serious problem. You're specifying a setup_effects scene as the turret avatar. Unless you've changed the names, only regular fixed weapons use setup_effects as an avatar. These scenes contain only flare and sound effects, and lack the heading and elevation animation info necessary for turrets. So flux is probably freaking out trying to figure out what to do with this gun.
I suggest using a stock turret (that you can actually see) for getting the gun set up right, and then go back and create a custom avatar file when you're sure it works. Normal turret avatars are named Setup.lws and are in the avatar folders beginning with the name turret_ (turret_a, turret_destroyer, etc). These scenes contain the information for heading, elevation, 3D model and sound effects. Here's a listing of which turrets are which:
I would also suggest lowering the rotation velocities considerably. Flux already has a tough time making the turret animation match it's actual movement, and at those speeds why not just use a non-turret setup? On top of that you're using firing arcs of greater than 1 degree, which defeats the purpose of using a turret. This means that the turret barrel can be 5 degrees off target and still fire directly at it. Particle Systems recommended that turrets use firing arcs of no greater than 1 degree.
One last thing. Are you saying that the +z axis of your mounting null is angled 45 degrees to aft? If that's the case, given a max elevation of 90 degrees, that means this turret (when working) will be able to fire 45 degrees past straight up. Is this what you want? Also, a max elevation of 90 degrees is just asking for gimbal-lock. So I wouldn't recommend that either.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
I suggest using a stock turret (that you can actually see) for getting the gun set up right, and then go back and create a custom avatar file when you're sure it works. Normal turret avatars are named Setup.lws and are in the avatar folders beginning with the name turret_ (turret_a, turret_destroyer, etc). These scenes contain the information for heading, elevation, 3D model and sound effects. Here's a listing of which turrets are which:
- turret_a - This is the tall turret seen on the pylons of the Heavy Cruiser.
- turret_b - This is the small version of the cylindrical turret seen on the Heavy Destroyer.
- turret_c and turret_d - These are the large blocky turrets seen on the Old Destroyer.
- turret_e - this is the large version of the cylindrical turret seen on the Heavy Destroyer.
- turret_destroyer - this turret is invisible and has no 3D model.
I would also suggest lowering the rotation velocities considerably. Flux already has a tough time making the turret animation match it's actual movement, and at those speeds why not just use a non-turret setup? On top of that you're using firing arcs of greater than 1 degree, which defeats the purpose of using a turret. This means that the turret barrel can be 5 degrees off target and still fire directly at it. Particle Systems recommended that turrets use firing arcs of no greater than 1 degree.
One last thing. Are you saying that the +z axis of your mounting null is angled 45 degrees to aft? If that's the case, given a max elevation of 90 degrees, that means this turret (when working) will be able to fire 45 degrees past straight up. Is this what you want? Also, a max elevation of 90 degrees is just asking for gimbal-lock. So I wouldn't recommend that either.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
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- BlasterMaster555
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- Regular
19 years 9 months ago #12441
by BlasterMaster555
All power to the engines!!!
Replied by BlasterMaster555 on topic I wanna mod this game!
OK point taken, fixing now...
All power to the engines!!!
All power to the engines!!!
All power to the engines!!!
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