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Spectre Gunship question
xiedongli
post 28 Jan 2013, 8:48
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I'm new to here and modding as well, and forgive my poor english.
I have done a model myself yesterday. And I want to combine both particle cannon and spectre gunship into one stuff on this model, when countering coding, i got a lot of troubles, the plane just don't circle around the target as I supposed, i have tried adding turret logic to the plane, but fail, it seems the spectregunship module control all the sequence, and I don't know how to figure it out now...





This post has been edited by xiedongli: 28 Jan 2013, 11:45
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xiedongli
post 28 Jan 2013, 9:42
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I solved that by adjusting the locomotor
the LateralVelocityRollFactor control the trick..
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The_Hunter
post 28 Jan 2013, 11:42
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good to see you got that one solved quickly.

Also that is some very interesting looking plane model you got there.


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xiedongli
post 28 Jan 2013, 11:45
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QUOTE (The_Hunter @ 28 Jan 2013, 18:42) *
good to see you got that one solved quickly.

Also that is some very interesting looking plane model you got there.

it was partly inspired from HALO universe, the UNSC shortsword
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xiedongli
post 28 Jan 2013, 11:49
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Eh, I got more troubles brothering me, the particle cannon I simulte is by creating a laser weapon.

However the spectregunship module only support howitzer and gattling gun such two slots of weapons, and only gattling gun can perform strafing, I use the gattling gun module to fire the laser beam, it works perfectly.

But there is still one question, the fire point is somewhat incorrect and just mismatch the firepoint I set.


This post has been edited by xiedongli: 28 Jan 2013, 11:57
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The_Hunter
post 28 Jan 2013, 13:16
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you have to give it the correct firing bone the weapons.ini

also note that whenever an object turns due to its locomotor or terrain the fire bones still remain in their default position regardless of the pitch or elevation the actual unit apears to be in.


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xiedongli
post 28 Jan 2013, 13:54
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QUOTE (The_Hunter @ 28 Jan 2013, 20:16) *
you have to give it the correct firing bone the weapons.ini

also note that whenever an object turns due to its locomotor or terrain the fire bones still remain in their default position regardless of the pitch or elevation the actual unit apears to be in.

Thanks, the problem is due to the engine limitation, the bones are correct but fail to change their postion as you said.
I have to give up such idea to fire an aerial particle cannon...
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The_Hunter
post 28 Jan 2013, 14:18
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you could still reposition the source bone in such a way that it apears to be coming from the correct area or you could make the gattling object fire the laser beam instead.
If you do that it may move with that one when the plane curves like that.


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xiedongli
post 28 Jan 2013, 15:24
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QUOTE (The_Hunter @ 28 Jan 2013, 21:18) *
you could still reposition the source bone in such a way that it apears to be coming from the correct area or you could make the gattling object fire the laser beam instead.
If you do that it may move with that one when the plane curves like that.

I have already assign the gattling object to fire the laser instead, but the problems still remain

However, since the major time of the circling is fixed angle, I manually adjust the firing bone to a "in-game firing position", improve a little bit.
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Spec
post 12 Jul 2013, 12:55
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How Can you the Particle Laser in The Spectre gunship?
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