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Old 12-20-10, 04:34 AM   #1
keltos01
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Default [wip] Surcouf's turret director rotation

I have first linked it to the turret : what happens is that it rotates with it thus outside of the subs tower and eventually floats in mid-air behind the turret...



director rotating with turret...

then I thought i'd separate it from the turret, gave it a parent id of 0x0000000000000000

and linked it to a new cloned node in the .sim that is a clone of the turret ExtAnimCtl controller linked to Deck_Gun_4_50_Oriz

now it doesn't even show ingame grrrrr

I want it to rotate at the same time as the gun and face the same direction !
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Old 12-20-10, 07:50 AM   #2
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Unless I'm wrong, the problem is that your director is sharing its axis of rotation with the turret itself
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Old 12-20-10, 08:16 AM   #3
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Originally Posted by Hitman View Post
Unless I'm wrong, the problem is that your director is sharing its axis of rotation with the turret itself
yep...

then I tried to link it to the forward planes, didn't work

then I tried to add an item in the surcouf.sim so that there would be 3 forward planes, one being the director, so that it would rotate when submerging or surfacing, no dice

I leave it for the time being. :-/

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Old 12-20-10, 10:24 AM   #4
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Darkfish, for our Surface Warfare mod, made the fire directors on our battleships actual guns, that fired high-speed (invisible) shells that did no damage.
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Old 12-20-10, 11:57 AM   #5
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Originally Posted by Sledgehammer427 View Post
Darkfish, for our Surface Warfare mod, made the fire directors on our battleships actual guns, that fired high-speed (invisible) shells that did no damage.
thanks man ! i'll dig into that idea !

unless of course you have some files to share to show me how to ?

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Old 12-20-10, 12:03 PM   #6
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actually, I have no idea where the example files we have are X_X
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Old 12-20-10, 01:29 PM   #7
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actually, I have no idea where the example files we have are X_X
ok thanks
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Old 12-22-10, 05:25 PM   #8
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Keltos ...... I know exactly how this works.......

Make the director a turret which fires a new "invisble" shell which does no damage and just give the turret a normal AI weapon_cannon controller .... this will give you a fire controller which should point at the target you are engaging. Also make the effect in the .sim file for the gun firing 0x00000000 so that you don't see any gun flash or smoke or anything . Esssnetially you are creating a new gun which fires nothing you can see or has any effect. When creating the invisible munition, remember to adjust it's .zon properties so that it does not damage.

If you want it to rotate around like a radar when you are not engaging, give it a "generic axis rotation" controller into the sim file and make it's parent a master node for the 3d model for the turret.

If this is not what you are trying to achieve, let me know.

Again as mentioned by Sledge .. credits go to Darkfish for the above ... how he found how to do much of this stuff is beyond me ;-)
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Old 12-22-10, 07:12 PM   #9
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The Director needs extracted,
Then placed at 0, 0, 0, in real 3D to get any rotation effect corrected first.

It's axis is way off.

You should also not need fake shells.
A 'Stack' with flips should do the trick and no shots ever fired.
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Old 12-23-10, 03:04 AM   #10
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Quote:
Originally Posted by polyfiller View Post
Again as mentioned by Sledge .. credits go to Darkfish for the above ... how he found how to do much of this stuff is beyond me ;-)
He thinks outside the box

it's beyond me as well how fast and how well he learned to mod this game, chapeau bas Darkfish !

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Old 12-23-10, 03:07 AM   #11
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Quote:
Originally Posted by privateer View Post
The Director needs extracted,
Then placed at 0, 0, 0, in real 3D to get any rotation effect corrected first.

It's axis is way off.

You should also not need fake shells.
A 'Stack' with flips should do the trick and no shots ever fired.
I had done that at one time, but since I linked it to the turret and then moved it back so that it would be in the correct position on the tower, it turned around with it as seen on the picture here above somewhere.

I did not think of making it a turret !

and thanks for helping me with this

Merry Xmas

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Old 12-23-10, 07:52 AM   #12
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You are very welcome .... let me know if you have any further problems making it work .... and merry XMAS :-)
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Old 12-23-10, 10:53 AM   #13
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Quote:
Originally Posted by keltos01 View Post
I have first linked it to the turret : what happens is that it rotates with it thus outside of the subs tower and eventually floats in mid-air behind the turret...

director rotating with turret...

then I thought i'd separate it from the turret, gave it a parent id of 0x0000000000000000

and linked it to a new cloned node in the .sim that is a clone of the turret ExtAnimCtl controller linked to Deck_Gun_4_50_Oriz

now it doesn't even show ingame grrrrr

I want it to rotate at the same time as the gun and face the same direction !
Can you add Deck Gun controller for the Director in the NSS_<SubClass_Tower>.SIM so it acts like another deck gun facing the same target from a stationary position but doesn't shoot.
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Old 12-23-10, 04:26 PM   #14
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Once this thing is working right no matter the way it's done?
Change the View to the Director from the Main Gun!
Give it damages in the zon files so if you lose it?
It's gone.
The main gun still works but you can't man it yourself.
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