Nexus Modding > Game Assets
Help with turrets needed
jstubbles:
Yeah I think Arparso already covered it pretty well. The engine definitely has some annoying limitations for sure. We'd love to have recoil animations and dual barrel flashes.
I tried making an effect like Arparso suggested, were it has 2 flashes in the texture, but it really only looks decent from a certain range or angle - I wouldn't use it as a real solution :(
Data:
Good night fellas.
Some days a ago I recognized that many hardpoints in the given meshes are bad placed. E.g. on the battleship HP 8 is not aligned to the centerline, also HP 2 or the flak-HP. On the angelwing most turrets are free floating and has no (visual) connection to the hull, so you can look between turret and hull in some times.
This is offending my eyes! >:(
Is there a way to correct these meshes? Maybe with Lightwave or are there already fixed meshes?
I hope this fits the topic, but I think so.
The Old Dragon:
Hi All,
Does anyone know if it's possible to limit the fire arc of a turret in any way? Some of the turret locations lead to the them firing through the hull on occasion.
GeoModder:
In the Tacticstypes file, craft weapons often have the following parameter:
CannonMaxFireAng
In the BSG mod, I tested it on main (forward oriented) guns, and appearantly you can limit the fire angle with it. CannonMaxFireAng 10 let those forward oriented guns fire almost only straight ahead. We literally need to aim the bow of a battlestar to let them fire.
But I suppose that for turrets somewhere else on a mesh the initial position of the weapon point (which direction it is pointed) determines the firing angles (or limitation thereof).
The Old Dragon:
Hi there Geo,
Looks like that only works on fixed weapons (strikecraft, siege weapons, etc), I'm afraid. Didn't make any difference to the fire arc of the turrets. :(
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