Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: TheJamsh on September 05, 2008, 03:20:00 PM

Title: assault hover class
Post by: TheJamsh on September 05, 2008, 03:20:00 PM
is it possible for me to lock weapon hp's in an assault hover class that are not connected to the turret?

i want to only have one of the weapons on my new craft turreted, but the rest to lock in a forward position. so far i havent been able to figure it out.

or can i make the other hp's go up and down only not left to right? chars
Title: Re: assault hover class
Post by: Nielk1 on September 05, 2008, 04:34:16 PM
You want the ODF line to turn weapon convergence off.
Title: Re: assault hover class
Post by: TheJamsh on September 05, 2008, 05:41:41 PM
will that work?

so far ive tried:

allowWeaponlinking = false
use12Aim = true
Title: Re: assault hover class
Post by: mrtwosheds on September 05, 2008, 05:42:26 PM
The AI will not be able to aim one or other of the weapons, only the turreted one would work properly if the eyepoint was on the turret_x or its own turret defined in odf
Humans would also find using the fixed weapon difficult.
This does not matter if the weapon does not need aiming, like mines for example.

Quoteor can i make the other hp's go up and down only not left to right?
On a non turreted vehicle like a scout, yes (but only the hp_)
On a turreted vehicle the AI will not be able to aim.
Title: Re: assault hover class
Post by: BNG Da BZ Fool on September 05, 2008, 05:47:23 PM
Is the cnvergence thingy a 1.3 or higher feature? Quite some time back while making an assault tank type I never quite got it to work fully. Did get the turret to rotate okay, but the weapons all remained forward oriented and didn't move with the turret section.
Title: Re: assault hover class
Post by: Nielk1 on September 05, 2008, 05:52:31 PM
All convergence does it point weapons toward where the eyepoint is looking.

You likely forgot to parent the turret to the hps BNG.
Title: Re: assault hover class
Post by: mrtwosheds on September 05, 2008, 05:56:37 PM
I think the convergence setting just sets weather the guns point straight in the direction of the hp_gun, or weather they tow in a bit to make 2 guns hit the same spot.
The eyepoint is needed by the ai to aim, if it does not move with the guns it cannot aim.

There can only be one turret_y
there can be multiple turret_x
The eyepoint can be mounted on its own odf defined turret_x (see dalek eyestalk)
Title: Re: assault hover class
Post by: BNG Da BZ Fool on September 05, 2008, 05:57:50 PM
What should I parent them as children or siblings? I read some where that parenting them as siblings is the prefered method, but does it really matter?
Title: Re: assault hover class
Post by: Nielk1 on September 05, 2008, 06:02:04 PM
Well, I am unsure. In max I only have parent and child and it might have a different meaning in your editor.
Title: Re: assault hover class
Post by: mrtwosheds on September 05, 2008, 06:06:20 PM
QuoteWhat should I parent them as children or siblings?
eh?
turret_y
          turret_x
                     eyepoint

or
turret_y
          turret_x
          eyepoint (defined in ODF)
Title: Re: assault hover class
Post by: TheJamsh on September 05, 2008, 06:07:16 PM
the craft has five weapons

two missiles, two guns. these are mounted to the wings of the craft and ONLY point forwards, and go up and down.

the final weapon is a harpoon, on the REAR FACING turret. the craft uses the assault hover class so that this rear facing turret can be acheived. i want all other weapons to point forwards no matter what position the turret is in, and the general external view to face in the normal direction regardless of turret position.

if i select the weapon on the turret, the view will change so that you see from the rear turrets POV.

this is to give the effect similar to a starwars snowspeeder.
Title: Re: assault hover class
Post by: mrtwosheds on September 05, 2008, 06:10:14 PM
It won't work.

( I have never tried multiple eyepoints, maybe possible with dll support)
Title: Re: assault hover class
Post by: BNG Da BZ Fool on September 05, 2008, 08:48:39 PM
Does the eye point defined in the ODF have to be added as an extra entry? I didn't notice this in the stock ISDF assault tank or is this an addon in 1.3 and above? Never really though about it much, but 1.3 has quite few additions that 1.2 doesn't support like hover assault tanks. Sorry, but I got lost after 1.3 and above started introducing all these cool new features; guess I'm still stuck in 1.2 stuff and really need to read the change logs for the newer BZII versions. BNG.
Title: Re: assault hover class
Post by: Nielk1 on September 05, 2008, 08:54:20 PM
convergence
c o n v e r g e n c e

For crying out load. It TURNS the weapons AT the EYEPOINT.
TURN IT OFF.

I know its called CONVERGENCE and the ODF line has the word CONVERGE in it.
Title: Re: assault hover class
Post by: TheJamsh on September 05, 2008, 09:36:23 PM
[CraftClass]
WeaponsConverge = true

i did it and it didnt work. the gun hardpoint that is fixed to the craft body and NOT the turret still pointed in the same direction as the turret
Title: Re: assault hover class
Post by: Steeveeo on September 05, 2008, 09:41:11 PM
Quote from: TheJamsh on September 05, 2008, 09:36:23 PM
[CraftClass]
WeaponsConverge = FALSE

fixed :P
Title: Re: assault hover class
Post by: TheJamsh on September 05, 2008, 09:55:49 PM
lol yeh thats what i meant
Title: Re: assault hover class
Post by: mrtwosheds on September 05, 2008, 11:50:56 PM
QuoteDoes the eye point defined in the ODF have to be added as an extra entry?
No, its not new, its just the two ways to set things up that work. Only some of the stock units to use eyepoint as a turret, the GT's and ivrckt for example.
You only do it, if for some reason you want the eyepoint view to rotate on an x axis that is positioned differently from the guns.
On an assaulthover dalek the eyestalk is defined so that it moves on its x axis while the guns use their own ones