Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: mrtwosheds on February 01, 2008, 02:15:00 AM

Title: wingman weapon turrets
Post by: mrtwosheds on February 01, 2008, 02:15:00 AM
I have been rebuilding and re-skining my Daleks, one issue that I cannot see a simple solution to is the weapon turret on scouts and tanks, this class of unit does not support turrets like assault classes do, gun vertical rotation occurs at the hp_gun or hp_cannon etc. Because I have weapon models this looks a bit odd, A dalek has a gun mounted on a ball joint, but on scouts and tanks the gun does not move, the shot direction is rotated at the hp_gun, which is at the end of the barrel. I could build the unit so that the gun dock was parented under the hp_gun, but then the shot would appear in the middle of the ball joint, and probably cause problems with rendering the flash and shot...
Can anyone think of a way to have the center of rotation at the ball joint and have the gun fire from the end of the barrel?
Title: Re: wingman weapon turrets
Post by: Zero Angel on February 01, 2008, 02:27:50 AM
Have you tried parenting the HP_gun to the visual hardpoint and then moving the sub-frame hp_gun_x to the front of the frame where you expect the barrel to be?
Title: Re: wingman weapon turrets
Post by: mrtwosheds on February 01, 2008, 03:07:44 AM
do you mean having an hp_gun/hp_dock/hp_gun_1 sort of setup?
subframe?
No I have not yet.
Title: Re: wingman weapon turrets
Post by: bigbadbogie on February 01, 2008, 03:22:20 AM
i dont think that is possible
Title: Re: wingman weapon turrets
Post by: Steeveeo on February 01, 2008, 04:16:55 AM
X-Mod had a turreted hovertank, wonder what class it was...
Title: Re: wingman weapon turrets
Post by: OvermindDL1 on February 01, 2008, 04:46:23 AM
Turreted hovertanks (sorry if I am giving anything away, don't remember if it is in pb3 or pb4) are supported in 1.3.
Title: Re: wingman weapon turrets
Post by: Commando on February 01, 2008, 04:46:32 AM
Public Beta 3 supports true hovering assault tanks.  Earlier versions of bz2 do not.  I know the ZE MOD used a treaded assault tank that only looked like it hovered.  In reality it didn't.
Title: Re: wingman weapon turrets
Post by: bigbadbogie on February 01, 2008, 06:20:46 AM
there is a turreted hovertank in qf mod - not long now till release
Title: Re: wingman weapon turrets
Post by: Avatar on February 01, 2008, 12:26:20 PM
Specifically, use the hoverassault class of tank for all of your Daleks that need the eye-stalk type cannon setup.

Prior to 1.3 I used plain old assault tank class with invisible treads, but 1.3 supports hovering assault tank style units with true turrets.

-Av-
Title: Re: wingman weapon turrets
Post by: Zero Angel on February 01, 2008, 06:08:12 PM
Quote from: mrtwosheds on February 01, 2008, 03:07:44 AM
do you mean having an hp_gun/hp_dock/hp_gun_1 sort of setup?
subframe?
No I have not yet.

Yeah, something like
Other model stuff -> Gun_dock -> hp_dock_1 -> hp_gun_1

I havent whether the dock rotation just does the model or rotates everything attached to it, but it may be worth a try (now that I think about it, i've done docks before but i'm not even sure if they rotate the model, its been so long!).

The other option that I can see is moving the center axis of the muzzle flash model outside of the flash so that it actually appears ahead of where the shot originates from, and lines up with the barrel. Its kind of an ugly hack though...
Title: Re: wingman weapon turrets
Post by: mrtwosheds on February 01, 2008, 08:56:27 PM
I have assaulthover units allready, I was specificaly trying to get wingman class units to rotate gun model on turret_x only, I think assault units will always do turret_y rotation first and then turret_x rotation, so you cannot have turret_x rotation without turret_y rotation.

It seems that the turret_x is hard coded onto hp_gun/cannon/etc for the wingman class.
Experimenting.
Title: Re: wingman weapon turrets
Post by: Nielk1 on February 02, 2008, 01:09:08 AM
I wonder how mutch work it would take for Ken or GHS to get a piece of the mesh to pivot on its center instead of just the HPs if they have the right lables. It would need an ODF toggle since many 3ds without turrets (ISDF Sabre) still have the lables for them.

I would love to see the attached guns change angle slightly instead of just the laser, like guns in FreeLancer. This has actuly been holding me back in making FreeLancer style ships and weapons.
Title: Re: wingman weapon turrets
Post by: Avatar on February 02, 2008, 01:42:47 AM
Use Hoverassault class with a dummy object specified for the turretName1.  This should be a block parented to the base mesh, but nothing else.  This gives you a dummy turret y that nobody can see move, an eyepoint that points straight forward, and whatever turretX you want that angles up and down only.

turretCount = 2
turretName1 = "dummyturret_y"
turretName2 = "turret_x"

-Av-
Title: Re: wingman weapon turrets
Post by: bigbadbogie on February 02, 2008, 02:45:23 AM
does that work - like can somebody test it??
Title: Re: wingman weapon turrets
Post by: General BlackDragon on February 02, 2008, 03:52:45 AM
does what work? naming a turret something other then turret_x /turret_y? sure...as long as u specify it in odf it could be named bluberry_muffin
Title: Re: wingman weapon turrets
Post by: bigbadbogie on February 02, 2008, 05:12:01 AM
no.... is it possible to remove the y-axis and make the guns only go up and down on a normal wingman class unit
Title: Re: wingman weapon turrets
Post by: mrtwosheds on February 02, 2008, 05:13:07 AM
I tried
hp_gun/hp_dock/hp_gun_1
It behaved as normal.
Adding anything under hp_gun_1 causes an av.
Title: Re: wingman weapon turrets
Post by: mrtwosheds on February 02, 2008, 05:33:35 AM
QuoteUse Hoverassault class with a dummy object specified for the turretName1.  This should be a block parented to the base mesh, but nothing else.  This gives you a dummy turret y that nobody can see move, an eyepoint that points straight forward, and whatever turretX you want that angles up and down only.
This works, but you cannot steer the unit with the mouse...
Title: Re: wingman weapon turrets
Post by: Avatar on February 02, 2008, 11:30:20 AM
Of course not, but you can still steer it and turret motion is limited to up/down.   :-D

Modding is all about compromise...

-Av-
Title: Re: wingman weapon turrets
Post by: mrtwosheds on February 02, 2008, 02:37:16 PM
It would be a compromise too far, a strat game would be like a boxing match with one man in a wheelchair.
Title: Re: wingman weapon turrets
Post by: Avatar on February 02, 2008, 03:31:26 PM
You're making Daleks and you talk about fair???

Wait till the Dalek Emperor hears about this... 

:evil:

-Av-
Title: Re: wingman weapon turrets
Post by: mrtwosheds on February 02, 2008, 05:55:26 PM
QuoteWait till the Dalek Emperor hears about this...
Feel free to go and tell him...it, um whatever...

Stiff weapons it is then.
Title: Re: wingman weapon turrets
Post by: bigbadbogie on February 02, 2008, 10:20:45 PM
Quote from: Avatar on February 02, 2008, 03:31:26 PM
Wait till the Dalek Emperor hears about this... 

i thought he died!!!!    :-P
Title: Re: wingman weapon turrets
Post by: Avatar on February 02, 2008, 11:53:27 PM
The King is Dead!  Long live the King!  There's always another lizard in a super suit of armored death lurking in the wings for the old man to die... 

-Av-
Title: Re: wingman weapon turrets
Post by: bigbadbogie on February 03, 2008, 02:40:03 AM
not this time - and there is only 1 dalek left in the universe
Title: Re: wingman weapon turrets
Post by: mrtwosheds on February 03, 2008, 01:33:32 PM
Time travel is a very unpredictable thing.
Title: Re: wingman weapon turrets
Post by: bigbadbogie on February 03, 2008, 09:05:58 PM
cha cha cha  :-D