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Post by kosacid on Mar 12, 2008 10:47:03 GMT
im trying to build a turret but i cant get the model working im nameing the base as ion_base and the gun as ion_barrel exporting them as a wepon and adding my 2 groups they aint showing up on the models but they do fire so what am i doing wrong
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Post by Gibbon on Mar 12, 2008 12:37:03 GMT
Making turrets not my area of expertise, hopefully Bejaymac will pop on, he's an expert on these things
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Mar 16, 2008 0:00:08 GMT
1} LOD levels, weapons have a pretty short range for the first LOD (LODranges = 0, 20, 60, 100) and most ships have their camera over 30 from the centre.
2} Can't find the MAT, check that you've pointed the weapon to the correct MAT in it's weapon_equip.ini entry.
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Post by lord on Mar 16, 2008 9:48:44 GMT
im trying to build a turret but i cant get the model working im nameing the base as ion_base and the gun as ion_barrel exporting them as a wepon and adding my 2 groups they aint showing up on the models but they do fire so what am i doing wrong [Munition] nickname = pi_cap_turret02_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 125 energy_damage = 0 one_shot_sound = fire_capship munition_hit_effect = gf_explosion_br_destroyer_smallexp <-hit effect const_effect = pi_capgun_01_proj <- effect of procectile lifetime = 1.8 force_gun_ori = false mass = 10 volume = 0.000100 weapon_type = W_Cap_pi01 <- weapon mode (this is only in my mode) [Gun] nickname = pi_cap_turret02 ids_name = 263476 ids_info = 263476 DA_archetype = equipment\models\turret\rh_turret02.cmp <model of turret material_library = equipment\models\rh_turret.mat <- texture HP_child = HPConnect hit_pts = 48000 explosion_resistance = 1.000000 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 50.000000 <-cargo holding mass = 10 damage_per_fire = 0 power_usage = 0 refire_delay = 0.17 <- muzzle_velocity = 1250 <- speed of projectile toughness = 1.600000 flash_particle_name = pi_capgun_01_flash flash_radius = 20 <- area of effect light_anim = l_gun01_flash <- effect when it fire projectile_archetype = pi_cap_turret02_ammo <- separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = false <- lootable(True/False) hp_gun_type = hp_turret_special_9 <-class of turret LODranges = 0, 200, 600, 1000 <- Level Of Detail->LOD(very important definition for visibility
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Post by lord on Mar 16, 2008 9:50:36 GMT
1} LOD levels, weapons have a pretty short range for the first LOD (LODranges = 0, 20, 60, 100) and most ships have their camera over 30 from the centre. 2} Can't find the MAT, check that you've pointed the weapon to the correct MAT in it's weapon_equip.ini entry. I'am using FLscaner 1.3 and FLchecker for finding an errors in my mode... It's usefull.....
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Mar 16, 2008 16:07:43 GMT
All of the debugging apps only find about 70% of the bugs, the rest are found by trial & error, and this is one of those cases.
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Post by lord on Mar 16, 2008 18:17:08 GMT
All of the debugging apps only find about 70% of the bugs, the rest are found by trial & error, and this is one of those cases. True, but better use this as founding on my own.....
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Post by kosacid on Mar 21, 2008 11:48:47 GMT
still having probs with it when the custom turrets mounted to my ship i can see it but when its on a base or that its invisable i have that at the end of it [LOD] obj = Root LODranges = 0, 1000
[LOD] obj = barrel LODranges = 0, 1500 so that means that i can see it 1k away it works with originals but not the custom one as a say the mat and cmp fine cos when its mounted on my ship i can see it and the barrel elavates and it turns so there no problem there but when on bases its not seen
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Post by kosacid on Mar 21, 2008 12:43:54 GMT
I've sused it seems even though you export it as a weapon its still like a ship so basically LODranges = 0, 999999, 999999, 999999, 999999 works so lord you were right it well easy to build your own turrets so lets see more out there ill show you how to do it
======x barrel = === base basically you need to select 2 objects and regroup them in milkshape and export them as a weapon where the base is connected to the barrel thats where it will hinge make sure your base is at the top of the list and the barrels next name them as enyname_base anyname_barrel and put 2 groups in and the quality's just as 1 x is where you add HpFire01 that is connected to enyname_barrel not root and = is where you add HpConnect thats connected to root and make sure you make it Revolute so its pretty simple and mind add LODranges = 0, 999999, 999999, 999999, 999999 to the end unlike me lol basically you are left with a gun that can elevate and turn and its well cool
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Post by kosacid on Mar 21, 2008 12:57:03 GMT
basicly the tut i looked at didnt work the way i seen it you needed 2 diffrent models a base and a barrel and it didnt explain they needed to be joined cos the joint is the most important bit for it to work or you get no elavation
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