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Old 02-25-16, 08:35 AM   #1
gap
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Originally Posted by vdr1981 View Post
...all is working, it's just a matter of camera/station controllers settings. Somehow , I think the solution may be in camera.cam file. It's like some camera "definition" is missing...
Thank you for your tips

today in the morning I was looking exactly in that direction. The problem can't be in camera.cam, because all the Flak guns use the same camera definition. Knowing that, I focused my attention on the station controller. This is what I found:

37mmTSA.sim => GunStationController @ 37mmTSA_Soclu => GunStationController => NameDisplayable: 0
37mmTSA.sim => GunStationController @ 37mmTSA_Soclu => GunStationController => InteractiveObject => tooltip: 0
37mmTSA.sim => GunStationController @ 37mmTSA_Soclu => GunStationController => InteractiveObject => expertTooltip: 0

For all other guns, the same parameters point to appropriate tooltip number in menu.txt. See what I mean?
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Old 02-25-16, 09:02 AM   #2
vdr1981
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Originally Posted by gap View Post
Thank you for your tips

today in the morning I was looking exactly in that direction. The problem can't be in camera.cam, because all the Flak guns use the same camera definition. Knowing that, I focused my attention on the station controller. This is what I found:

37mmTSA.sim => GunStationController @ 37mmTSA_Soclu => GunStationController => NameDisplayable: 0
37mmTSA.sim => GunStationController @ 37mmTSA_Soclu => GunStationController => InteractiveObject => tooltip: 0
37mmTSA.sim => GunStationController @ 37mmTSA_Soclu => GunStationController => InteractiveObject => expertTooltip: 0

For all other guns, the same parameters point to appropriate tooltip number in menu.txt. See what I mean?
I already tried to add name and tooltips...No good. You can try the same , just to make sure...
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Old 02-25-16, 09:36 AM   #3
gap
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I already tried to add name and tooltips...No good. You can try the same , just to make sure...
Wait, I was going to give you a link to a patch I had created with menu.txt tooltips for the 3.7 cm twin gun and refeferences to them in its gun station controller, but you beat me on time. I am looking at some other settings right now
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Old 02-25-16, 10:09 AM   #4
vdr1981
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Originally Posted by gap View Post
Wait, I was going to give you a link to a patch I had created with menu.txt tooltips for the 3.7 cm twin gun and refeferences to them in its gun station controller, but you beat me on time. I am looking at some other settings right now
Tooltip is just a tooltip, I dont think that is the problem...Actually that was the first thing I tried when I was adding twin 37mm gun...

Right now I'm trying to make front gun player controlled. I think I'm very close...

There is a controller called "GunStationControllerPoperties" in conning tower's sim file (one for each gun bone, A1,A2,S1) and it seems that this is the key.

Very same controller for S2 bone (front flak) was missing and I've added it.
Still, I'm mission the appropriate "S2" slot in controller settings.
Do you know anything about this Gap??
Maybe I need to add one more bone to Cameras.gr2 file?

EDIT
Hmm, or maybe a new waypoint in waypoints gr2 file...

There is so much craps around all this...In almost all other games similar stuff can be done with just a few entries in cfg files , but not here...

Last edited by vdr1981; 02-25-16 at 10:20 AM.
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Old 02-25-16, 10:49 AM   #5
gap
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Tooltip is just a tooltip, I dont think that is the problem...Actually that was the first thing I tried when I was adding twin 37mm gun...
Well, you never know what can happen when the game engine is looking for an object, and that object is not found...

Quote:
Originally Posted by vdr1981 View Post
Right now I'm trying to make front gun player controlled. I think I'm very close...

There is a controller called "GunStationControllerPoperties" in conning tower's sim file (one for each gun bone, A1,A2,S1) and it seems that this is the key.

Very same controller for S2 bone (front flak) was missing and I've added it.
Still, I'm mission the appropriate "S2" slot in controller settings.
Do you know anything about this Gap??

Maybe I need to add one more bone to Cameras.gr2 file?
I don't think so. To the best of my knowledge gun slots have nothing to do with camera.cam. It seems to me that valid slot settings in GunStationControllerPoperties are hardcoded values

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Originally Posted by vdr1981 View Post
EDIT
Hmm, or maybe a new waypoint in waypoints gr2 file...

There is so much craps around all this...In almost all other games similar stuff can be done with just a few entries in cfg files , but not here...
Again, I think waypoints are used for chracters linking. If your purpose is making the gun user-operable, I don't think adding new waypoints will bring you any good
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Old 02-25-16, 11:29 AM   #6
vdr1981
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I don't think so. To the best of my knowledge gun slots have nothing to do with camera.cam. It seems to me that valid slot settings in GunStationControllerPoperties are hardcoded values
,
Hmm, If there aren't any files which defines them, then it's probably hardcodded. Still, I cant understand why something like this would be hardcodded.
For now , the best I can do is to "teleport" a player to the stern flak , when he "cliks" front one...This can be somewhat confusing though...
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Old 02-25-16, 11:57 AM   #7
gap
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Hmm, If there aren't any files which defines them, then it's probably hardcodded. Still, I cant understand why something like this would be hardcodded.
No idea, but generally when a setting in a controller refers to some items in another set of files, those files must be merged in the Goblin project for the items to be selectable. Besides that, slots selectable in GunStationControllerPoperties are numbered and as if they were an indexed value, and looking at their settings in Hex Editor they looked nothing like a bone ID. Either they refer to an hardcoded index, or to some preset values defined in an ascii file which gets preloaded when Goblin Editor is launched.

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Originally Posted by vdr1981 View Post
For now , the best I can do is to "teleport" a player to the stern flak , when he "cliks" front one...This can be somewhat confusing though...
LOL, you re-discovered the teleport function
I guess this is happening because front Flak's GunStationControllerPoperties Slot property is set to S1 rather than S2
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