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Maniac
I'm New! Laugh At Me!

Registered: Oct 2001
Location: Germany
Posts: 3

Question Question about turrets

In the last time i make some new models on my own. Now i try make one with turrets but they don't work (I'm using POF construction suite). Can anyone tell me something about turrets, their subobjects and what paths have to do with them???

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Old Post 10-17-2001 09:51 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Re: Question about turrets

quote:
Originally posted by Maniac
In the last time i make some new models on my own. Now i try make one with turrets but they don't work (I'm using POF construction suite). Can anyone tell me something about turrets, their subobjects and what paths have to do with them???


Ok... you should have (basic) 3 objects - the main hull, a base object and a barrel object.

I'm assuming you're using Ts.

Glue a light to the barrel object, and name the combo turretxx-barrel. Make sure to move the turret axis to the bottom of the barrel so it rotates around the right point.

Now, glue the barrel to the base as sibling - name the comdo turretxx

Glue the turret combo to the main hull.

(make sure the turret barrel is perpendicular to the hull, and on a flat axis - i.e pointing directly up or down. 2 part turrets don't work when placed on the vertical plane - sides. )

For single part (1 object) turrets, the process is the same - except you glue the light ot the base (whole turret) object and there is no barrel.

Convert the model.

Ok, I use modelView for this. open up the converted pof. Goto the sub-objects editor, select the barrel object... set it to rotate.

Now select the base object, setting it to rotate. Add 3 lines to the properties;
$special=subsystem
$fov=180
$name=laser turret

Note - fov is the field of view- the 'cone' in which it cna fire. Name is arbitary, the computer renames it according to what's mounted on the the turret.

Ok, now select the turrets editor. Select your 2 part turret, set the base as the 'Associated submodel' and set the barrel object as the 'rotational submodel'.

Now add in cordinates for the firing point and normal.

That should be enoguh to get model working, now just edit the ships.tbl with an entry for the turret and test.

Once you've done it once, you'll have no problem doing it again and again.


BTW, Killmeknow did a good tutorial on this, but I don't know the link.


Oh yeah, finally, each turret can have a path which tells the AI how to approach the turrte when attacking it. With very large ships, you probably won't need this data, as it's nigh impossible to disarm them with fighters, and thus the benefit is less than the cost.

hope this helps ya

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Old Post 10-18-2001 06:36 PM
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