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JC Denton
Murdock

Registered: Jul 2001
Location: ZZ9 Plural Z Alpha
Posts: 185

Lightbulb Now here's a screwball idea

I was just thinking about how we _might_ get a side-mounted multipart turret to actually work right. The general concept is to reverse the hierarchy i.e. the barrels will be the parent object, base is the subobject. I don't know if it'll work, or if it's been tried before, but since I have no modeling program to experiment with, maybe someone would like to try this idea out? Probably it'd be best to work with an already existing model, like the nova, since it already has the side turrets in place. Supposedly (and I'm about to demonstrate my complete lack of knowledge on modeling) you would have to reorder the turret's hierarchy so as said before, base is subobject to barrels, and...what do you do...glue lights onto the firing points(?). I don't know; if someone does try this, will you at least explain what you did, and try to explain why it doesn't (or did) work?

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Last edited by JC Denton on 12-27-2001 at 02:46 AM

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JC Denton
Murdock

Registered: Jul 2001
Location: ZZ9 Plural Z Alpha
Posts: 185

And while we're on the subject of FS2 editing, a quick question on the sounds.tbl. Are the beam shot sound effects hard-coded? I'm trying to get a beam to use a different sound effect, but no matter what I change it to it refuses to use anything but the default sound effect (number 125). Also, I tried to set it to use a different warmup sound that was also a different value than the original gun, but on some it behaves normally, and other times the sound effect doesn't even play.

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"Who is more foolish, the child afraid of the dark, or the man afraid of the light?"
- Maurice Freehill

"There is a certain art, or rather, a knack to flying.
The knack lies in learning to throw yourself at the ground and miss."
-The Hitchhiker's Guide To The Galaxy

"Next time you wonder why I am always tediously close to falling off into the pit of insanity, now you know what assaults me each time I turn the computer on."
-IceFire

[url=http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=9]Node War's Federated Vasudan Commonwealth[/url]

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Old Post 12-27-2001 02:52 AM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

contact bs about the sounds, as for turret setup ip and others are testing idea, on a model by model basis

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Old Post 12-27-2001 12:16 PM
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Ghost of Bobboau
BWO Team Member

Registered: Sep 2000
Location: Belleville, IL, USA
Posts: 760

no I don't think it will work

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Old Post 12-28-2001 03:09 AM
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aldo_14
Hannibal

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

I think the turret rotations are hardcoded, based on the turret subobjetcs (not the actual model hierarchy).... sometime can tell me whether this is right / wrong, though.

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Old Post 12-28-2001 07:31 PM
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Ghost of Bobboau
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Registered: Sep 2000
Location: Belleville, IL, USA
Posts: 760

you're right

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Old Post 12-29-2001 01:35 AM
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