Question about moving turrets on ships... -1 reply

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Count_Dooku

Overlord of Thule

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18th June 2006

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#1 11 years ago

I'm trying to add moving turrets onto a ship I've modeled. I followed the swgbex tutorial, and I've got it so that the turret only rotates on the Y axis. My question is: how do you set how far it can rotate? Is that something you do in the code? And if so, which code strings deal with how far it can rotate along an axis?




Guest

I didn't make it!

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#2 11 years ago

I believe so, but I only say it with a T4B TANK.




Count_Dooku

Overlord of Thule

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#3 11 years ago

At this point it looks like I'll have to just get it right through trial and error. :uhm:




Avenger85

Galactic Emperor

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30th April 2006

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#4 11 years ago

A moving turret should be a separate mesh. Don't forget about correct pivot point or your turret will get crazy. Everything else can be defined via XMLs. As far as I know EaW supports only one turret per vehicle, fortunately FoC changes that. Example turret's code:

360<-- how far your turret can rotate (Z axis) 40<-- how far it can elevate (Y axis) Turret_00<-- turret mesh's name MuzzleA_006.02

I hope it will help you a bit :)




Count_Dooku

Overlord of Thule

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#5 11 years ago

So the rotatable turret needs to be a separate model, which you attach to the main model like a breakoff hardpoint? And that code is from the hardpoints XML document, I take it?




Count_Dooku

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#6 11 years ago

Codeuser cleared it up for me ^_^ Thanks for the info. The turrets should work now...




bja_2006

Gamertag: Rialbz

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3rd December 2006

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#7 11 years ago

Are you releasing this to the public because it sounds good.




Count_Dooku

Overlord of Thule

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#8 11 years ago

Probably not, as it isn't a cannonical ship, and would be exclusive to only my faction...




Kelathin

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2nd July 2006

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#9 11 years ago

hehe nice




bja_2006

Gamertag: Rialbz

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#10 11 years ago

Fair a nuf still good though:)




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