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insane turret trouble

Posted: Thu Apr 16, 2009 9:44 am
by DarthD.U.C.K.
im trying to make the thulecannon a turret but now i messed it up completely
this is the current hirrachy:
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Image
and the odf:
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[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "thu_bldg_orbitgun.msh"

[Properties]

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
IconTexture = "HUD_all_lascannon_icon"

MapScale = "0.0"
HealthTexture = "HUD_kam_turret_icon"

GeometryName = "thu_bldg_orbitgun"
ExplosionName = "cis_bldg_boxturret_exp"
DestroyedGeometryName = "cis_bldg_boxturret_chunk1"

MaxHealth = "3000000000.0"


BUILDINGSECTION = "TURRET1"

ForceMode = 1

TurretNodeName = "aimer_x"

PitchLimits = "-0 0"
YawLimits = "-360 360"

PitchTurnFactor = "0.0"

//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
WeaponName = "thu_weap_orbitgun"
WeaponAmmo = "0"


MaxTurnSpeed = "5.0"
MaxPitchSpeed = "5.0"
PitchRate = "1.25"
TurnRate = "1.25"
PCMaxPitchSpeed = "5.0"
PCMaxTurnSpeed = "5.0"
EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 15.0 -15.0"
TrackOffset = "0.0 -8.0 -8.0"
TiltValue = "10"

TURRETSECTION = "TURRET1"

PilotType = "self"
Controllable = "0"
AutoFire = "1"

AimerNodeName = "aimer_y"
AimerPitchLimits = "-15 -120"
AimerYawLimits = "-0 0"


BarrelNodeName = "barrel_1"
BarrelRecoil = "5.0"
BarrelLength = "12.0"
FirePointName = "hp_fire"

//NextBarrel = "-"
//
//BarrelNodeName = "barrel2"
//BarrelRecoil = "0.5"
//FirePointName = "hp_fire2"


TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""


FoleyFXGroup = "metal_foley"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_spark_1"

////// Chunks //////////


//CHUNKSECTION = "CHUNK1"
//ChunkGeometryName = "cis_bldg_boxturret_chunk1"
//ChunkNodeName = ""
//ChunkPhysics = "STATIC"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_bldg_boxturret_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "6"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.4 1.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "16.0"
ChunkUpFactor = "14.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
before i set it up like this i made the aimer and barrelhps pointing in the same direction as the cannon did as prop -60 degrees on the x-axis, the turret moved and shot how i wanted it but it shot forward instead of 60 degrees upards
and the barrel recoiled along the z-axis instead of the y-axis

with this setup (which is more correct in my opinion) the turret isnt moving nor shooting and you can see two more aimers (the sphere on which the barrel is) that are pointing into strange directions and hare halfinvisile and flickering

(i have the correct lines in my msh.option file)

what did i do wrong?

Re: insane turret trouble

Posted: Thu Apr 16, 2009 11:15 am
by FragMe!
Are you making it so the main ball (for lack of better word) will rotate side to side as well as tilt up and down?
If so try this as a hierarchy
dummyroot at 0,0,0
aimer_y (the side to side rotation) in the center of the sphere
aimer_x (the up and down rotation) also in the center of the sphere but a child of aimer_y
then barrel_1 and hp_fire pretty much where you have it and of course children of aimer_x.
I wouldn't worry about rotating the nulls for barrel or hp_fire especially if the gun is pointing along the Z axis in it's basepose the natural rotation of the gun would keep those two elements in line.

Another thing you could try is lose aimer_x and just put aimer_y in the two locations that call for them in the odf, turretnodename and aimernodename.
Actually the way I just mentioned would be better especially if you are enveloping the mesh to the nulls.

Re: insane turret trouble

Posted: Thu Apr 16, 2009 11:30 am
by DarthD.U.C.K.
i already placed them where you said but it doenst work its messed up insanely :-/

and it already moved like i wanted it to move but it shot in the wrong direction etc. with my old setup
with this setup nothing works anymore

Re: insane turret trouble

Posted: Thu Apr 16, 2009 11:39 am
by FragMe!
as I know you have saved your old set up try going back to it but just don't rotate any nulls (the barrel and fire ones) and see what that does for you.