In 1.2 it seems to be not be where the cockpit is, but just in the middle of the ship.
Is this fixed in 1.3? has the point been moved over the cockpit...and is there any other vechiles that had the same problem?
the sniper spot is where the "hp_com1" is...move that and (i think) u move the green/white/red/blue/ particle tga around, havnt tried it though.
its the eyepoint that you can snipe, not hpcom
i think it has to do with the cockpit reflecting the eyepoint for some reason, puma in g66 shows this (sniper spot outside ship) but commando fixed that
not true, i put the scout's eyepoint in the cockpit, the dot still came from around where the hp com was...
its also based around the cockpit object...
Did you delete the MSH?
Spawn is correct. If no cockpit object exists in the model, the hp_eyepoint is used. The sniper dot is positioned in the center of the cockpit object if one exists. This has been seen with several units I have seen in Flesh Storm. Once the cockpit was renamed, the hp_eyepoint was used as the sniper spot.
BZ2 has an heirarchy for pretty much everything, defaulting finally to the pivot of the base mesh part if there's no eyepoint or com or smoke or etc...
That's why walkers without a "smoke" object smoke from the dummyroot, and units without an hp_com show a ground level view in the PIP if you target them.
-Av-
Great...so has anyone systermatically gone though all of the vechiles to check for these mistakes?
who says they are mistakes?
besides, the xsi's are released...
the scout snipe spot is a mistake. The cockpit is clearly not at the centre of the craft, but further back just infront of the 'wings'.
but the pilot could be there...
perhaps...but the 'heat' image is still in the cockpit. Showing that the pilot is in there.
E.g. with teh sabre one the dot is surrounded by the heat of the pilot...which is painted acoording to green red or blue...
The sabre's one is done properly.
or white too :P
I don't think its been fixed yet in the public release, but, yeah the xsi's are released, im sure it wouldn't take you long to fix 'em up and send it in to be implemented in the next release :)