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[REQ]Help request with WIP unit's .sim file
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_..._12_13_693.jpg https://image.ibb.co/cA2w4m/SH3_Img_..._12_30_936.jpg https://image.ibb.co/jPfSAR/SH3_Img_..._12_42_962.jpg Best regards, Vd |
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 |
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 |
Send me dat, sim and eqp files. ;)
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I know no other reason any obj_turret would fire through things unless settings are incorrect.
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Solved. It was a wrong parent id. ;)
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itadriver found the bug, a partent id referred to unit's id in place of turret's id. :up: |
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