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firehawk777
I'm New! Laugh At Me!

Registered: Apr 2001
Location: Australia
Posts: 3

Question for Kazan

Ive been trying to hunt you down for a week now Kazan
My Questions are:
How does the strange new engineglow thing in pcs that connects a glow with a certain engine work and what affects does it have
EG does it allow you to make some glow points disappear when certain engines are destroyed and if so how. And does this affect the thrusters themselves(the thruster submodel)
Question2 is does the Y axis movement work
IE can a submodel be made to rotate on a y axis
I know the flags for in PCS or FSMM2 but the subsystem Wont turn on a Y axis( will turn on the other axises)
I have also tried all speeds of rotation (1-10)
Please help me as this problem is holding up my Planetary assault campaign.

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Old Post 04-02-2001 01:49 AM
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

You have to destroy all the engines to make the ship 'disabled' and therefore making the glows disappear.

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Old Post 04-02-2001 02:48 AM
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firehawk777
I'm New! Laugh At Me!

Registered: Apr 2001
Location: Australia
Posts: 3

well what exactly is this window in pcs that links engine glows to engines.
does it have no reason for being there or is there some use for it

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Old Post 04-02-2001 05:05 AM
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Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 397

About your question2...what axis do you exactly mean? The Y axis inside Freespace? Or Y axis outside the game/in pcs?

I remember seeing you say somewhere that you were attempting to create wheels, so that would be x axis inside the game and y in pcs? The same thing happened to me when I quick-tested omega months ago and I didn't rotate the model to face the right direction. I couldn't get the rotating section to rotate either. It might be very possible that the rotation around that axis is disabled. Another stupid limitation by V.

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Old Post 04-02-2001 07:59 AM
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016

Glow Point sets or "Thrusters" as the engine calls them are linked to certain subsystems. When that subsystem dies they go out - see the ravana for an example. FSMM2 automatically and arbitrarly assignes

"$engine_subsystem=engineN" the Thrusters[N-1] (starting counting at 01). This is the contents of the Thruster's properties field. I wanted to give the user more control and less bugs [ie having you be able to make in "engines" instead of engine01, etc.] having it engine01 when you have the actualy subsystem named as "engines" makes it so that problems can arise in engine [it appears V has written error-handling code for this, but that would require more computing time to do, thereby slowing the game].

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Old Post 04-02-2001 08:16 PM
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