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View Full Version : [TEC] [REQ]Help request with WIP unit's .sim file


VonDos
12-17-17, 06:38 PM
Hi everyone!

I'm reworking my old Queen Mary, and in those days i was working on "Gray Ghost" armed.
I've added a lot of platforms, added guns and searchlights' nodes and eqp definitions for guns and searchlights.
Also i've started to rework\add turrets paramenters in sim file (just a small number), but i think i've done some mistakes.
I can see guns and searchlights make 360° tours, shoot inside hull, ecc, acting like turrets' parameters are missing.
Node's ID appear to be correct into .sim file, so i don't know what i'm making wrong.


There's anyone who can help me in this fixing work, please?

Voilą a trio of pics related to problem, with guns and searchlight placed into model:

https://image.ibb.co/fz1pPm/SH3_Img_18_12_2017_0_12_13_693.jpg

https://image.ibb.co/cA2w4m/SH3_Img_18_12_2017_0_12_30_936.jpg

https://image.ibb.co/jPfSAR/SH3_Img_18_12_2017_0_12_42_962.jpg

Best regards,
Vd

Jeff-Groves
12-17-17, 09:23 PM
You need to set the traverse parameters in the sim for each obj_turret
Then you might need to add Fire restrictions

Look at the NFF_RiverClass in GWX 3 for the example.
Node 7 is a beautiful example if I must say so myself.
:D

VonDos
12-18-17, 02:26 AM
Hi mate, and thanks for your reply!
I'm looking at AntiAircraft 1 controller for River Class.

In my unit i've setted traverse parameters and added fire restriction for each obj_turret (not so accurate, but this is just a test), but this doesn't appear to be the problem... :doh:

Best regards,
Vd

itadriver
12-18-17, 10:14 AM
Send me dat, sim and eqp files. ;)

Jeff-Groves
12-20-17, 09:28 PM
I know no other reason any obj_turret would fire through things unless settings are incorrect.

itadriver
12-21-17, 12:27 AM
Solved. It was a wrong parent id. ;)

VonDos
12-21-17, 12:18 PM
I know no other reason any obj_turret would fire through things unless settings are incorrect.

Solved. It was a wrong parent id. ;)

Roger, thank you :salute::salute:

itadriver found the bug, a partent id referred to unit's id in place of turret's id.
:up: